Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Damage in this Packet is Totally Out of Control
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Markn" data-source="post: 6066708" data-attributes="member: 21827"><p>I want to expand on my last post a little. Keep in mind these are just ideas rattling around in my head and I am sure some tweaking would be required for the math to work.</p><p></p><p>First, all simple weapons do d6 damage, all one handed martial weapons do d8 damage, all two handed weapons do d10 damage. At this point I don't care about special weapons/ranged weapons for this example so please ignore them for now. Since weapon damage is standardized, the weapon group and/or weapon property becomes the differentiating factor. Different groups/properties allow for different things on the battlefield. Bludgeoning weapons push people, axes cleave, etc, and these tactical options get layered on top over time through feats/manuevers/martial dice. I believe this approach strongly supports the "building a character concept" approach. For example, if you picture being an axe wielder, then you probably picture cleaving someone in two and hitting his buddy. If you picture your character as a hammer wielder, then you probably picture pushing people away in combat. So feats could maintain the space they do now - giving access to cleave, spring attack, etc, but the prereqs for that feat fall under the weapon type instead of being open to the class - afterall it seems silly that a warhammer wielder would use spring attack for example. I also believe there is great design space in allowing both players/monsters to attack something other than AC. Perhaps a feat/manuever/martial die allows the character to target Str/Con/Dex/Int/Wis/Cha instead a limited number of times per day. This encourages "combat roleplaying" - if I know an ogre is dumb and I have an attack that can target intelligence (which perhaps deals normal damage but gives the next ally advantage for putting the ogre in a bad position), then using it makes sense, and since these powers are very limited, the timeing of this type of attack could be very crucial and could create interesting decision points. </p><p></p><p>Continuing the example, a fighter begins play dealing 1W damage. As he increases in level, both the damage he deals and the options that he gains increase. At level 6 he would deal 2W, at level 11 he would deal 3W, and at level 16 he would deal 4W (which follows nicely with 3e's extra attack at each of these levels but without the extra decision points of who to attack with the multiple attacks and the additional delay of rolling/adding dice to determine if its a hit and how much damage it does). At pre-determined levels he gets feats/manuevers/martial dice that increase his tactical options. Depending on his choice, these could be limited use abilities or effects that apply when he choosese to use them. An example of a limited ability would be the ability to target Int instead of AC (and to add just a bit more complexity here, it could be keyed of a different ability for the fighter which again encourages not just STR fighters, but to target the ogres Int score, perhaps the fighters power is keyed off of his Cha bonus). Conversely, something that could be triggered when chosen is the ability to push someone 1 square as sometimes this is tactically advantageous and other times it is not. </p><p></p><p>While this may not be perfect, I think it is something for WotC to consider. </p><p></p><p>The end result is a low level game which is mostly about rolling dice and dealing damage and it slowly adds on the tactical options where the options change the battlefield throughout the fight, which is also mirrored with the DM monsters going from few tactical effects to more.</p></blockquote><p></p>
[QUOTE="Markn, post: 6066708, member: 21827"] I want to expand on my last post a little. Keep in mind these are just ideas rattling around in my head and I am sure some tweaking would be required for the math to work. First, all simple weapons do d6 damage, all one handed martial weapons do d8 damage, all two handed weapons do d10 damage. At this point I don't care about special weapons/ranged weapons for this example so please ignore them for now. Since weapon damage is standardized, the weapon group and/or weapon property becomes the differentiating factor. Different groups/properties allow for different things on the battlefield. Bludgeoning weapons push people, axes cleave, etc, and these tactical options get layered on top over time through feats/manuevers/martial dice. I believe this approach strongly supports the "building a character concept" approach. For example, if you picture being an axe wielder, then you probably picture cleaving someone in two and hitting his buddy. If you picture your character as a hammer wielder, then you probably picture pushing people away in combat. So feats could maintain the space they do now - giving access to cleave, spring attack, etc, but the prereqs for that feat fall under the weapon type instead of being open to the class - afterall it seems silly that a warhammer wielder would use spring attack for example. I also believe there is great design space in allowing both players/monsters to attack something other than AC. Perhaps a feat/manuever/martial die allows the character to target Str/Con/Dex/Int/Wis/Cha instead a limited number of times per day. This encourages "combat roleplaying" - if I know an ogre is dumb and I have an attack that can target intelligence (which perhaps deals normal damage but gives the next ally advantage for putting the ogre in a bad position), then using it makes sense, and since these powers are very limited, the timeing of this type of attack could be very crucial and could create interesting decision points. Continuing the example, a fighter begins play dealing 1W damage. As he increases in level, both the damage he deals and the options that he gains increase. At level 6 he would deal 2W, at level 11 he would deal 3W, and at level 16 he would deal 4W (which follows nicely with 3e's extra attack at each of these levels but without the extra decision points of who to attack with the multiple attacks and the additional delay of rolling/adding dice to determine if its a hit and how much damage it does). At pre-determined levels he gets feats/manuevers/martial dice that increase his tactical options. Depending on his choice, these could be limited use abilities or effects that apply when he choosese to use them. An example of a limited ability would be the ability to target Int instead of AC (and to add just a bit more complexity here, it could be keyed of a different ability for the fighter which again encourages not just STR fighters, but to target the ogres Int score, perhaps the fighters power is keyed off of his Cha bonus). Conversely, something that could be triggered when chosen is the ability to push someone 1 square as sometimes this is tactically advantageous and other times it is not. While this may not be perfect, I think it is something for WotC to consider. The end result is a low level game which is mostly about rolling dice and dealing damage and it slowly adds on the tactical options where the options change the battlefield throughout the fight, which is also mirrored with the DM monsters going from few tactical effects to more. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Damage in this Packet is Totally Out of Control
Top