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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="Lanefan" data-source="post: 8924758" data-attributes="member: 29398"><p>Meta-currencies of any kind are a complete non-starter with me.</p><p></p><p>But OK, a 60% power difference isn't crazy. Once you put huge mods on the roll, however, you're largely defeating the purpose unless you up the DC (or equivalent) such that the success-fail cutoff still falls within the roll range. Otherwise, there's no roll - it's auto-success or auto-fail.</p><p></p><p>If you're using "average damage" and not rolling it then yes, it's pretty binary. But if you're rolling damage then success on the to-hit roll is just step one.</p><p></p><p>One thing we did ages ago in our system was to incorporate what we call "minimals", to cover the gap between doing no damage and doing potentially a big number after all the bonuses. How it works is this:</p><p></p><p>If your damage die (or dice) roll is minimum, you then add your bonuses etc. to get a number. You then roll a die of that number to determine the damage you actually did.</p><p></p><p>In practice: let's say Falstaff is a mighty warrior using a longsword; between the weapon's magic, his own specialization, and his strength he's putting +10 onto his damage rolls. To us it makes no sense that he either does 11 (or more) damage or none at all, so - to fill in that missing 1-10 gap even slightly - if he rolled a 1 on his d8 damage die he'd then roll a d11 for actual damage dealt. End result: no matter how mighty you are there's always a chance you'll do but one point of damage on a hit.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8924758, member: 29398"] Meta-currencies of any kind are a complete non-starter with me. But OK, a 60% power difference isn't crazy. Once you put huge mods on the roll, however, you're largely defeating the purpose unless you up the DC (or equivalent) such that the success-fail cutoff still falls within the roll range. Otherwise, there's no roll - it's auto-success or auto-fail. If you're using "average damage" and not rolling it then yes, it's pretty binary. But if you're rolling damage then success on the to-hit roll is just step one. One thing we did ages ago in our system was to incorporate what we call "minimals", to cover the gap between doing no damage and doing potentially a big number after all the bonuses. How it works is this: If your damage die (or dice) roll is minimum, you then add your bonuses etc. to get a number. You then roll a die of that number to determine the damage you actually did. In practice: let's say Falstaff is a mighty warrior using a longsword; between the weapon's magic, his own specialization, and his strength he's putting +10 onto his damage rolls. To us it makes no sense that he either does 11 (or more) damage or none at all, so - to fill in that missing 1-10 gap even slightly - if he rolled a 1 on his d8 damage die he'd then roll a d11 for actual damage dealt. End result: no matter how mighty you are there's always a chance you'll do but one point of damage on a hit. [/QUOTE]
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Hot Take: Uncertainty Makes D&D Better
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