RealAlHazred
Frumious Flumph (Your Grace/Your Eminence)
I've not read all of the comments in this thread, but I've previously given weapon damage a lot of thought. I don't like the way Critical Hit rules generally work, but I like the occasional vast swinginess in damage. So I propose an even more Immodest Proposal (positively Indecent, if I may) -- even more variable weapon damage.
Under my system, a shortsword does 1d30/1d6 damage. Yes, that's a "divided by" symbol sandwiched in there between the stalwart d6 and the Greatest Die, the d30. On average, you'll get a number between 1 through 4. About two-thirds of the time, you'll get damage between 0 and 5; in-game, I would call 0 a "glancing blow" -- you hit (enough to deliver a touch spell, perhaps, or whatever) but not with enough force to make a difference. Just over 90% of the time, you'll get a number between 0 and 15; so, you'll do between 6 and 15 points of damage about a quarter of your hits, which seems like good, solid strikes. And 8.4% of the time, you'll do between 16 and 30 points of damage -- a Critical Hit, derived "organically" by the dice rolls for damage.
The only real trickiness of this system is figuring out how damaging you want the weapons to be. You can get a wide variety of results depending on how far you want the swinginess to go. David G. Weeks worked it out in his article, "Same Dice, Different Odds," in Dragon #94 (February 1985), and includes a chart with equivalents -- for instance, you can replace a d10 damage roll with a d30/d8, d20/d4, or 3d8/d6 and get wildly different ranges of numbers.
Under my system, a shortsword does 1d30/1d6 damage. Yes, that's a "divided by" symbol sandwiched in there between the stalwart d6 and the Greatest Die, the d30. On average, you'll get a number between 1 through 4. About two-thirds of the time, you'll get damage between 0 and 5; in-game, I would call 0 a "glancing blow" -- you hit (enough to deliver a touch spell, perhaps, or whatever) but not with enough force to make a difference. Just over 90% of the time, you'll get a number between 0 and 15; so, you'll do between 6 and 15 points of damage about a quarter of your hits, which seems like good, solid strikes. And 8.4% of the time, you'll do between 16 and 30 points of damage -- a Critical Hit, derived "organically" by the dice rolls for damage.
The only real trickiness of this system is figuring out how damaging you want the weapons to be. You can get a wide variety of results depending on how far you want the swinginess to go. David G. Weeks worked it out in his article, "Same Dice, Different Odds," in Dragon #94 (February 1985), and includes a chart with equivalents -- for instance, you can replace a d10 damage roll with a d30/d8, d20/d4, or 3d8/d6 and get wildly different ranges of numbers.