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Getting Rid of Variable Weapon Damage- An Immodest Proposal
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<blockquote data-quote="LoganRan" data-source="post: 8519808" data-attributes="member: 7030686"><p>I have long been a proponent of having damage work thusly: </p><ul> <li data-xf-list-type="ul">a weapon has a fixed damage value, for example, let us say that a normal sword (i.e. a longsword) has a damage value of three points</li> <li data-xf-list-type="ul">the damage a weapon does is increased by the value the attack roll exceeds the minimum value required to hit. For example, a Fighter attacks with a longsword and needs a '12' on the d20 to hit, said fighter rolls a '16' which exceeds the value required to hit by four thus adding four points of damage to the base damage of three</li> <li data-xf-list-type="ul">I have never been a firm believer that high strength should significantly increase the damage done with a melee weapon, so I would either eliminate any bonus altogether (unlikely) or dramatically reduce the value it adds</li> <li data-xf-list-type="ul">the attacker's level <em>should</em> increase the damage done with a weapon which will be reflected in the fact that a higher level fighter will have a lower minimum value required to hit an opponent thus increasing their odds of exceeding the minimum and adding damage per the rule in point two above</li> <li data-xf-list-type="ul">'20's are not critical hits in this system </li> </ul><p>An example of the rules above might work like so...</p><p></p><p>1st level fighter with a 16 STR (+1 to damage in my imaginary ruleset) attacks an orc and needs a '13' to hit. The fighter rolls a '16' on the d20 resulting in a total of 7 points of damage (3 for longsword base damage, 1 for Strength bonus and 3 for exceeding the target number by three).</p><p></p><p>7th level fighter with a 16 STR (+1 to damage again) attacks and orc and needs a '7' to hit. The fighter rolls a '16' on the d20 resulting in a total of 13 points of damage (3 for longsword, 1 for Strength and 9 for exceeding the target number by nine).</p><p></p><p>NOTE: I should point out that I prefer the use of multiple dice for task resolution (e.g. 3d6) rather than a single d20 to create a more 'bunched' range of values so that the numbers would not scale quickly out of hand as one would be less likely to roll the higher values (16+) on 3d6 than on a single d20.</p></blockquote><p></p>
[QUOTE="LoganRan, post: 8519808, member: 7030686"] I have long been a proponent of having damage work thusly: [LIST] [*]a weapon has a fixed damage value, for example, let us say that a normal sword (i.e. a longsword) has a damage value of three points [*]the damage a weapon does is increased by the value the attack roll exceeds the minimum value required to hit. For example, a Fighter attacks with a longsword and needs a '12' on the d20 to hit, said fighter rolls a '16' which exceeds the value required to hit by four thus adding four points of damage to the base damage of three [*]I have never been a firm believer that high strength should significantly increase the damage done with a melee weapon, so I would either eliminate any bonus altogether (unlikely) or dramatically reduce the value it adds [*]the attacker's level [I]should[/I] increase the damage done with a weapon which will be reflected in the fact that a higher level fighter will have a lower minimum value required to hit an opponent thus increasing their odds of exceeding the minimum and adding damage per the rule in point two above [*]'20's are not critical hits in this system [/LIST] An example of the rules above might work like so... 1st level fighter with a 16 STR (+1 to damage in my imaginary ruleset) attacks an orc and needs a '13' to hit. The fighter rolls a '16' on the d20 resulting in a total of 7 points of damage (3 for longsword base damage, 1 for Strength bonus and 3 for exceeding the target number by three). 7th level fighter with a 16 STR (+1 to damage again) attacks and orc and needs a '7' to hit. The fighter rolls a '16' on the d20 resulting in a total of 13 points of damage (3 for longsword, 1 for Strength and 9 for exceeding the target number by nine). NOTE: I should point out that I prefer the use of multiple dice for task resolution (e.g. 3d6) rather than a single d20 to create a more 'bunched' range of values so that the numbers would not scale quickly out of hand as one would be less likely to roll the higher values (16+) on 3d6 than on a single d20. [/QUOTE]
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