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
*TTRPGs General
Flat rate of damage: An optional damage system
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="Argyle King" data-source="post: 6346717" data-attributes="member: 58416"><p>GURPS does something like that. Damage isn't static in the way that the OP mentioned, but damage is based on character strength. Weapons then have a 'static' modifier to what the character can do. </p><p></p><p>For example, a small dagger might simply change damage from crushing (what unarmed attacks typically do) to cutting (for a slash) or impaling (for a thrust.) On the other hand, a big weapon like a battle axe might say something like "swing+4" in the damage entry. (Note that I'm not looking at books; this is simply an arbitray example to show how it works.) What that would mean in game terms is that the weapon would (with a swing) do whatever the character's swing damage is plus four more. </p><p></p><p></p><p>If you're looking to go completely static, that's not hard to do. Figure out what the average values of dice are and convert damage to that. For example, the average value of a d6 is 3.5; as such, a weapon which would normally do a d6 would do either 3 or 4 damage (depending on if you round up or not; most rpgs assume rounding down except in specific cases.) For critical hits, you could either multiply the base value in the manner of D&D 3rd Edition; so a d6 weapon with a x2 multiplier would do 7 damage on a critical hit. Another option would be saying that normal hits do average values, and critical hits do full die values. In this case, the d6 weapon would do 3 damage on a normal hit and 6 damage on a critical hit. To give other examples, a d12 weapon would do 6 on an average hit and 12 on a critical; a 2d6 weapon would do 7 on an average hit (3.5 + 3.5) and 12 on a critical. Depending on what you're looking to do, that might be desirable or not. </p><p></p><p>Yet another option would be to just apply the multipliers (if you're using them) to the average value. A x2 weapon would do a full die of damage, so 3 for the normal hit of a d6 weapon (like mentioned above) and 6 for a critical; 9 damage for a x3 weapon that uses a d6, and 12 damage for a x4 weapon which uses a d6. </p><p></p><p>If you're looking to go even more simple than that, max the damage value on a critical and add whatever the modifier is. In this case, a d6 weapon with a x2 multiplier would do 3 damage on a normal hit and 8 (d6+2) for a critical; a x3 multiplier would be 3 damage for a normal hit and 9 (d6+3) for a critical.</p><p></p><p>...and I just realized while typing that both methods lead to pretty much the same thing, so using the second one is probably more user friendly.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6346717, member: 58416"] GURPS does something like that. Damage isn't static in the way that the OP mentioned, but damage is based on character strength. Weapons then have a 'static' modifier to what the character can do. For example, a small dagger might simply change damage from crushing (what unarmed attacks typically do) to cutting (for a slash) or impaling (for a thrust.) On the other hand, a big weapon like a battle axe might say something like "swing+4" in the damage entry. (Note that I'm not looking at books; this is simply an arbitray example to show how it works.) What that would mean in game terms is that the weapon would (with a swing) do whatever the character's swing damage is plus four more. If you're looking to go completely static, that's not hard to do. Figure out what the average values of dice are and convert damage to that. For example, the average value of a d6 is 3.5; as such, a weapon which would normally do a d6 would do either 3 or 4 damage (depending on if you round up or not; most rpgs assume rounding down except in specific cases.) For critical hits, you could either multiply the base value in the manner of D&D 3rd Edition; so a d6 weapon with a x2 multiplier would do 7 damage on a critical hit. Another option would be saying that normal hits do average values, and critical hits do full die values. In this case, the d6 weapon would do 3 damage on a normal hit and 6 damage on a critical hit. To give other examples, a d12 weapon would do 6 on an average hit and 12 on a critical; a 2d6 weapon would do 7 on an average hit (3.5 + 3.5) and 12 on a critical. Depending on what you're looking to do, that might be desirable or not. Yet another option would be to just apply the multipliers (if you're using them) to the average value. A x2 weapon would do a full die of damage, so 3 for the normal hit of a d6 weapon (like mentioned above) and 6 for a critical; 9 damage for a x3 weapon that uses a d6, and 12 damage for a x4 weapon which uses a d6. If you're looking to go even more simple than that, max the damage value on a critical and add whatever the modifier is. In this case, a d6 weapon with a x2 multiplier would do 3 damage on a normal hit and 8 (d6+2) for a critical; a x3 multiplier would be 3 damage for a normal hit and 9 (d6+3) for a critical. ...and I just realized while typing that both methods lead to pretty much the same thing, so using the second one is probably more user friendly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Flat rate of damage: An optional damage system
Top