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
*Dungeons & Dragons
Getting Rid of Variable Weapon Damage- An Immodest Proposal
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="DND_Reborn" data-source="post: 8519566" data-attributes="member: 6987520"><p>There are plenty of games where damage is class, level, skill, etc. dependent. So, if you want to adopt such a system, I don't see any issue with it. A 10th level Rogue might deal the same damage with a knife as a 10th level Fighter can with a longsword. Once you get the hit, skill is a huge factor in damage IMO.</p><p></p><p>However, is isn't as "realistic" as you said--and since personally I like a more "real" game (so to say), I doubt I would adopt it implicitly. But we have adopted rules which improve weapon damage as you level, a kin to a monk's martial arts damage increasing. Opponents of this have argued that greater number of attacks, improved sneak attack, etc. was meant to reflect this, but not all classes have such features. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p></p><p>The idea that your hit roll is not tied into your damage has never bothered me. The attack roll was meant to be binary: hit or miss (the exact interpretation has shifted in editions but that is still more or less it). The variable damage die was meant to represent <em>how well</em> you hit, by an increasing amount of damage. So, if you needed to roll a 13, it didn't matter if you rolled 13, 14, 15, ..., 19, or 20. But if you rolled minimum damage, your hit was hardly effective, if you roll maximum, it had greater impact naturally.</p><p></p><p><strong>The concept of the Critical Hit messed up this simple system.</strong> Suddenly, people thought <em>the closer to 20, the better the hit</em>, but that is just patently untrue: <em>damage determines the strength of the hit</em>, its "deadliness" if you will, not the d20 result.</p><p></p><p>Once you understand that (whether you <em>agree</em> is a different issue!), the d20 roll really can be binary. As such, I have always preferred exploding dice to represent critical hits, but then you run into the issue of equal roll = more damage when the die exploded. For example, if you roll d4 and get a 4, then rolling another d4 results in a minimum of 5 damage, making a result of 4 impossible. If you adjust the exploding die to be 0 to X-1 instead of 1 to X, it works, but that is just another layer of complexity which I have never relished.</p><p></p><p>Now, nothing says you can't reverse the roles (no pun intended). Make damage static, but the d20 adjusts the damage. However, such a system would probably revolve something like:</p><p></p><p>For each point you beat the target's AC, you deal +1 damage. A light weapon might deal 1 point, a heavy weapon 3, and other weapons 2 before an ability modifier (if you wanted to include one).</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8519566, member: 6987520"] There are plenty of games where damage is class, level, skill, etc. dependent. So, if you want to adopt such a system, I don't see any issue with it. A 10th level Rogue might deal the same damage with a knife as a 10th level Fighter can with a longsword. Once you get the hit, skill is a huge factor in damage IMO. However, is isn't as "realistic" as you said--and since personally I like a more "real" game (so to say), I doubt I would adopt it implicitly. But we have adopted rules which improve weapon damage as you level, a kin to a monk's martial arts damage increasing. Opponents of this have argued that greater number of attacks, improved sneak attack, etc. was meant to reflect this, but not all classes have such features. 🤷♂️ The idea that your hit roll is not tied into your damage has never bothered me. The attack roll was meant to be binary: hit or miss (the exact interpretation has shifted in editions but that is still more or less it). The variable damage die was meant to represent [I]how well[/I] you hit, by an increasing amount of damage. So, if you needed to roll a 13, it didn't matter if you rolled 13, 14, 15, ..., 19, or 20. But if you rolled minimum damage, your hit was hardly effective, if you roll maximum, it had greater impact naturally. [B]The concept of the Critical Hit messed up this simple system.[/B] Suddenly, people thought [I]the closer to 20, the better the hit[/I], but that is just patently untrue: [I]damage determines the strength of the hit[/I], its "deadliness" if you will, not the d20 result. Once you understand that (whether you [I]agree[/I] is a different issue!), the d20 roll really can be binary. As such, I have always preferred exploding dice to represent critical hits, but then you run into the issue of equal roll = more damage when the die exploded. For example, if you roll d4 and get a 4, then rolling another d4 results in a minimum of 5 damage, making a result of 4 impossible. If you adjust the exploding die to be 0 to X-1 instead of 1 to X, it works, but that is just another layer of complexity which I have never relished. Now, nothing says you can't reverse the roles (no pun intended). Make damage static, but the d20 adjusts the damage. However, such a system would probably revolve something like: For each point you beat the target's AC, you deal +1 damage. A light weapon might deal 1 point, a heavy weapon 3, and other weapons 2 before an ability modifier (if you wanted to include one). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Getting Rid of Variable Weapon Damage- An Immodest Proposal
Top