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General Tabletop Discussion
*Dungeons & Dragons
Getting Rid of Variable Weapon Damage- An Immodest Proposal
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<blockquote data-quote="DND_Reborn" data-source="post: 8520325" data-attributes="member: 6987520"><p>There is a direct correlation:</p><p></p><p>Increased skill/attack rolls leads to increased chances of hitting leads to dealing damage.</p><p></p><p>Example:</p><p></p><p>PC A has +5 attack, B has +10 attack, both deal 1d8+4 damage and are attacking AC 16.</p><p></p><p>Ignoring crits, the expected damage of A is 4.25 per attack, but B is 6.375, over 2 points better per attack.</p><p></p><p>So, the additional +5 on the attack roll of B over A directly impacts damage by increasing it by more than 2 points per attack.</p><p></p><p>That is the direct correlation.</p><p></p><p>Will both hit on the same roll of 19, sure, but one misses on a 9, and the other hits. As I said upthread, the attack roll is (and was meant to be) binary: hit or miss. Adding the crit on 20 messed it up and got people thinking that "the higher the roll the better" which really isn't the case.</p><p></p><p>You could <em>make</em> it the case, but then you are "double-awarding" higher attack bonuses both because you are more likely to hit <em>AND</em> adding even more damage on a lucky higher roll. Not something I think is necessary, but if you want that, as others have posted there are plenty of ways to implement it.</p><p></p><p>Personally, I would rather see crits based on hitting by a certain amount instead of natural 20. <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></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8520325, member: 6987520"] There is a direct correlation: Increased skill/attack rolls leads to increased chances of hitting leads to dealing damage. Example: PC A has +5 attack, B has +10 attack, both deal 1d8+4 damage and are attacking AC 16. Ignoring crits, the expected damage of A is 4.25 per attack, but B is 6.375, over 2 points better per attack. So, the additional +5 on the attack roll of B over A directly impacts damage by increasing it by more than 2 points per attack. That is the direct correlation. Will both hit on the same roll of 19, sure, but one misses on a 9, and the other hits. As I said upthread, the attack roll is (and was meant to be) binary: hit or miss. Adding the crit on 20 messed it up and got people thinking that "the higher the roll the better" which really isn't the case. You could [I]make[/I] it the case, but then you are "double-awarding" higher attack bonuses both because you are more likely to hit [I]AND[/I] adding even more damage on a lucky higher roll. Not something I think is necessary, but if you want that, as others have posted there are plenty of ways to implement it. Personally, I would rather see crits based on hitting by a certain amount instead of natural 20. 🤷♂️ [/QUOTE]
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