bsss
Hero
He and I were talking about it. It works great in some games, especially ones where the to-hit roll reigns supreme, because you get the unpredictability there, baked into one simple roll. It's also fine just to simplify the math parts of playing for people who can't do mental arithmetic at scale or don't have lots of dice. I think it's less satisfying in a game with multiple attacks per turn, because you get into the law of averages problem, especially if they are going to be hitting predictably.Someone else (was it @AlViking ?) said they always use average damage. To me this also isn't a great solution, as damage swinginess can make a big difference if someone's dice are running hot or cold; never mind it makes things too predictable (I'm at 35 hit points and this guy's been doing 10 on every hit, I'm good for 3 more then I gotta bail out 'cause I can't get lucky on a low-damage fourth hit).
Beyond the question of the attack roll, though, the thing to remember about damage rolls is they quickly become a predictable bell curve as you add dice, so the "hot or cold", for big damage dice pools, specifically, becomes increasingly rare at high levels. At that point, your big variable is the d20, in its miss/hit/crit resolution, and resolving the damage by rolling lots of dice becomes a fun (or not) ritual that is mathematically insignificant vs. the average. If those 3 hits you mention or the four attacks per turn hitting are foregone conclusions, then yeah, average damage is samey. If the attacks hitting are uncertain, and one or two extra or fewer rounds are potentially a big deal (and combat rounds should be sought to have meaningful impact), then the damage isn't where the variability lives anyway, so skip the annoying dice roll part (unless you like it (I do)).
I think the problem here is the number of attacks.







