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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Forked Thread: Eliminating the "Miss"
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="Mustrum_Ridcully" data-source="post: 4856128" data-attributes="member: 710"><p>When considering such an idea, one might want to ask what is to be achieved with it. </p><p></p><p>1) Eliminate the disappointment of the Miss. I think that will fail. A "weak hit" will be the new miss.</p><p></p><p>2) Reduce the disappointment of the Miss. I think that is possible. Specifically - you can sometimes kill an opponent even with a "weak hit". </p><p></p><p>3) Focus more on the decision making then on luck. If becomes more important to use spells or powers at the right time then to get them "through". </p><p></p><p>4) Reduce the number of dice rolls to speed up play. If you eliminate the difference between hit and damage roll, you can roll only one of them. The question is if determining "weak hit" and "full hit" (and whatever steps in between) will still take the same or more time.</p><p></p><p></p><p>---</p><p></p><p>A "power-based" approach: </p><p>Three degrees of success: Minor, Moderate or Major. A roll of 1-5 is minor, a roll of 6-15 is moderate, and a roll of 16+ is major. </p><p>Attack/Damage rolls are basically 1d20 + Weapon or Implement + Ability Modifier. Subtract targets defense from that value. (A Plate Armor might give a defense of 8, the same as a Leather Armor and a Dex of 22). Weapon or Implement damage might not be rolled and instead be static values </p><p>I assume that damage is based on the implement used, not on the power.</p><p></p><p>At-Will Powers: Effect is generated on a Major Success</p><p>Encounter Powers: Gain Benefit on Moderate and better benefit on Major success. Minor Success does not expend power. </p><p>Daily Powers: Increasingly better benefits are gained on Minor, Moderate and Major benefits. </p><p></p><p>Examples: </p><p></p><p>Tide of Iron (At-Will): </p><p>Minor: 1W + STR damage</p><p>Moderate: 1W + STR damage</p><p>Major: 1W + STR damage and Push target 1 square.</p><p></p><p>Sweeping Blow (Encounter)</p><p>Minor: 1W + STR damage</p><p>Moderate: 1W + STR damage and the target is knocked prone.</p><p>Major: 2W + STR damage and the target is knocked prone.</p><p></p><p>Brutal Strike (Daily): </p><p>Minor: 2W + STR damage</p><p>Moderate: 3W + STR damage</p><p>Major: 4W + STR damage</p><p></p><p>Scorching Burst: </p><p>Minor: Area Burst 1; INT damage</p><p>Moderate: Area Burst ; INT damage</p><p>Major: Area Burst 1; 1I + INT damage</p><p></p><p>Fireball: </p><p>Minor: Area Burst 1: 1I + INT damage</p><p>Moderate: Area Burst: 1 2W + INT damage</p><p>Major: Area Burst 2: 3W + INT damage.</p><p></p><p>You select targets and similar things after you have determined the d20 roll. </p><p></p><p>----</p><p></p><p>A token based approach: </p><p>Minor: Gain or spend one token; 1W+ABILITY or 1I+ABILITY damage.</p><p>Moderate:Gain or spend 3 tokens; 1W+ABILITY or 1I+ABILITY damage.</p><p>Major: Gain or spend 5 tokens; 11W+ABILITY or 1I+ABILITY damage.</p><p></p><p>Tokens can be spend to gain certain benefits depending on your abilities, class, role, race, feats.</p><p>For example: </p><p>1 Token: +1W or +1I damage; Area or Close Burst 1, Close Blast 2, Make one Save </p><p>3 Token: +2W or +2I damage; Area or Close Burst 2, Close Blast 4, Spend a Healing Surge or make Saves against all effects</p><p>5 Token: +3W or +3I damage; Area or Close Burst 3, Cose Blast 6, Gain temporary hit points as if spend a Healing Surge or end one effect</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4856128, member: 710"] When considering such an idea, one might want to ask what is to be achieved with it. 1) Eliminate the disappointment of the Miss. I think that will fail. A "weak hit" will be the new miss. 2) Reduce the disappointment of the Miss. I think that is possible. Specifically - you can sometimes kill an opponent even with a "weak hit". 3) Focus more on the decision making then on luck. If becomes more important to use spells or powers at the right time then to get them "through". 4) Reduce the number of dice rolls to speed up play. If you eliminate the difference between hit and damage roll, you can roll only one of them. The question is if determining "weak hit" and "full hit" (and whatever steps in between) will still take the same or more time. --- A "power-based" approach: Three degrees of success: Minor, Moderate or Major. A roll of 1-5 is minor, a roll of 6-15 is moderate, and a roll of 16+ is major. Attack/Damage rolls are basically 1d20 + Weapon or Implement + Ability Modifier. Subtract targets defense from that value. (A Plate Armor might give a defense of 8, the same as a Leather Armor and a Dex of 22). Weapon or Implement damage might not be rolled and instead be static values I assume that damage is based on the implement used, not on the power. At-Will Powers: Effect is generated on a Major Success Encounter Powers: Gain Benefit on Moderate and better benefit on Major success. Minor Success does not expend power. Daily Powers: Increasingly better benefits are gained on Minor, Moderate and Major benefits. Examples: Tide of Iron (At-Will): Minor: 1W + STR damage Moderate: 1W + STR damage Major: 1W + STR damage and Push target 1 square. Sweeping Blow (Encounter) Minor: 1W + STR damage Moderate: 1W + STR damage and the target is knocked prone. Major: 2W + STR damage and the target is knocked prone. Brutal Strike (Daily): Minor: 2W + STR damage Moderate: 3W + STR damage Major: 4W + STR damage Scorching Burst: Minor: Area Burst 1; INT damage Moderate: Area Burst ; INT damage Major: Area Burst 1; 1I + INT damage Fireball: Minor: Area Burst 1: 1I + INT damage Moderate: Area Burst: 1 2W + INT damage Major: Area Burst 2: 3W + INT damage. You select targets and similar things after you have determined the d20 roll. ---- A token based approach: Minor: Gain or spend one token; 1W+ABILITY or 1I+ABILITY damage. Moderate:Gain or spend 3 tokens; 1W+ABILITY or 1I+ABILITY damage. Major: Gain or spend 5 tokens; 11W+ABILITY or 1I+ABILITY damage. Tokens can be spend to gain certain benefits depending on your abilities, class, role, race, feats. For example: 1 Token: +1W or +1I damage; Area or Close Burst 1, Close Blast 2, Make one Save 3 Token: +2W or +2I damage; Area or Close Burst 2, Close Blast 4, Spend a Healing Surge or make Saves against all effects 5 Token: +3W or +3I damage; Area or Close Burst 3, Cose Blast 6, Gain temporary hit points as if spend a Healing Surge or end one effect [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Forked Thread: Eliminating the "Miss"
Top