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Dusk: The World of Carthasana
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<blockquote data-quote="Michael Morris" data-source="post: 6017244" data-attributes="member: 87"><p>True. Let's talk about damage loading</p><p></p><p>I'm wanting to go to a rather simple spread of weapon damage types. As with class hit dice weapon damage dice are d6, d8 or d10. Feats or races can raise or lower the dice to d4 or d12.</p><p></p><p>d6 weapons are light weapons by definition</p><p>d8 weapons are medium,</p><p>and d10 weapons are heavy.</p><p></p><p>A further simplication - a class' available weapons match their hit die. So if the class has a d6 hit die it can only use the d6 weapons.</p><p></p><p>The only problem is keeping weapon variety up - but if I can come up with a way to satisfy the problem I think it can work well. The very first problem to solve - why use a short sword over a dagger? Here's my crack at it.</p><p></p><p>Dagger - d6 - Piercing, Throwing (You can throw this weapon) no Parry (You cannot parry action with this weapon), speed 2</p><p></p><p>Short Sword - d6, speed 2, penetrating (this weapon can freely penetrate armor heavier than itself - normally weapons deal 1/2 damage when striking characters in armor that is heavier than the weapon).</p><p></p><p>So here we have a way to differentiate armor. Again, there are three levels of armor (light, medium, heavy) and classes normally equip armor of a weight equal to their class. Light weapons already deal less damage, but they become sorely over-matched when confronted with heavy armor. This gives a solid reason to equip heavier armors.</p><p></p><p>This again is fragmentary, but I think it's a servicable start. What about spell damage.</p><p></p><p>First spells are getting a natural nerf by having their damage set by the level they are cast at. A spell deals 1d6 damage per level it is prepared at as a base. Magic missiles deal up to 9d6 damage at 9th level (which requires a 24th level caster because of the slower progression). This is 31.5 damage average against 24th level opponents which will have 48 hit points before constitution and class are applied, but a wizard with a con of 10 would be clocking 64 hit points, or roughly twice the damage output of a 9th level spell. Meteor swarm will hit more targets - but it's damage output will be roughly the same. Basically, as spells go up in level they become more flexible and larger - but not more individually damaging as a rule.</p><p></p><p>Martial Techniques (which I'm still working on) will have similar damage scopes. However, these tend to occur near the close of the fight, while spells can open a fight.</p><p></p><p>Max spell level increases once every 3 levels on the chart. So by the time a damage die can be picked up the potential targets will be 6 hit points tougher. So as damage buckets wizards and sorcerers won't be the go to they once where. That said, they will be far more efficient at mook control than martial classes since their spells will be about the only way to hit multiple targets at range.</p><p></p><p>Which brings us to attack rolls and the like. I'm not certain I'm going to have an auto increase to these as a character goes up in level. Divergence is a problem in being able to hit a target as well. I'm pretty sure the baseline will be +1 to hit / 2 levels for all classes, and through feats and class abilities the fighter will have around a +5 to +10 bonus above this baseline.</p><p></p><p>But it's still up in the air.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6017244, member: 87"] True. Let's talk about damage loading I'm wanting to go to a rather simple spread of weapon damage types. As with class hit dice weapon damage dice are d6, d8 or d10. Feats or races can raise or lower the dice to d4 or d12. d6 weapons are light weapons by definition d8 weapons are medium, and d10 weapons are heavy. A further simplication - a class' available weapons match their hit die. So if the class has a d6 hit die it can only use the d6 weapons. The only problem is keeping weapon variety up - but if I can come up with a way to satisfy the problem I think it can work well. The very first problem to solve - why use a short sword over a dagger? Here's my crack at it. Dagger - d6 - Piercing, Throwing (You can throw this weapon) no Parry (You cannot parry action with this weapon), speed 2 Short Sword - d6, speed 2, penetrating (this weapon can freely penetrate armor heavier than itself - normally weapons deal 1/2 damage when striking characters in armor that is heavier than the weapon). So here we have a way to differentiate armor. Again, there are three levels of armor (light, medium, heavy) and classes normally equip armor of a weight equal to their class. Light weapons already deal less damage, but they become sorely over-matched when confronted with heavy armor. This gives a solid reason to equip heavier armors. This again is fragmentary, but I think it's a servicable start. What about spell damage. First spells are getting a natural nerf by having their damage set by the level they are cast at. A spell deals 1d6 damage per level it is prepared at as a base. Magic missiles deal up to 9d6 damage at 9th level (which requires a 24th level caster because of the slower progression). This is 31.5 damage average against 24th level opponents which will have 48 hit points before constitution and class are applied, but a wizard with a con of 10 would be clocking 64 hit points, or roughly twice the damage output of a 9th level spell. Meteor swarm will hit more targets - but it's damage output will be roughly the same. Basically, as spells go up in level they become more flexible and larger - but not more individually damaging as a rule. Martial Techniques (which I'm still working on) will have similar damage scopes. However, these tend to occur near the close of the fight, while spells can open a fight. Max spell level increases once every 3 levels on the chart. So by the time a damage die can be picked up the potential targets will be 6 hit points tougher. So as damage buckets wizards and sorcerers won't be the go to they once where. That said, they will be far more efficient at mook control than martial classes since their spells will be about the only way to hit multiple targets at range. Which brings us to attack rolls and the like. I'm not certain I'm going to have an auto increase to these as a character goes up in level. Divergence is a problem in being able to hit a target as well. I'm pretty sure the baseline will be +1 to hit / 2 levels for all classes, and through feats and class abilities the fighter will have around a +5 to +10 bonus above this baseline. But it's still up in the air. [/QUOTE]
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