How many hit 'til you start dying?

In D&D, I like the old standard in which it takes on average but one or two hits from a sword or the like to kill a normal man or first-level character, and progressively more at higher levels.

Both the great hazard at one extreme and the ease of managing risk at the other appeal to me. There are always ways to encounter sudden death, but I appreciate that they don't come down to a "critical hit" from just any foe. The way things sort out strikes me as splendid for the sort of game D&D was originally designed to facilitate. The very challenge of survival through early levels (greatly aided by adopting careful strategies rather than counting on luck) makes the hard-earned rewards of success all the sweeter. There's a sharp difference between normal men and the "heroic." The latter may be able to count on surviving a couple of "hits" from a giant that would be overkill versus the former.

In a different context, I like that the most experienced character in Traveller is likely to get felled, but almost certainly not killed, by the first wound (unless facing unusually heavy firepower) -- with death quite likely from a second shot. The consequences make combat something not to undertake lightly, while not making character death so frequent as to interfere with attachment to, and development of, the persona. The game's focus is generally on other things than being a giant-slayer (at least as a full-time occupation)!
 
Last edited:

log in or register to remove this ad

My own homebrew RPG was purposely made to create a ~75% success rate on attacks and ~3-5 successful attacks to kill between equally matched opponents. If you attack someone of equal level 7 times, they will most likely die. And only tough characters get to 7.

So it seems like level is the determining factor for damage? That provides a bit of a sense of scale. That level 1 kobold won't be killing the level 5 PC in 3-5 hits and the level 12 giant with the tree club might do it in 1 or 2.
If thats the case then it might be tricky working out the hits to kill ratios for various levels but the concept has some possibilities. :)
 

I like fixed-hp mechanics like Grim-n-Gritty. 1~3 good hits to take a humanoid opponent down. Guaranteed 1HKO if you're dumb enough to stand in the way of a Colossal dragon.
 

So it seems like level is the determining factor for damage? That provides a bit of a sense of scale. That level 1 kobold won't be killing the level 5 PC in 3-5 hits and the level 12 giant with the tree club might do it in 1 or 2.
If thats the case then it might be tricky working out the hits to kill ratios for various levels but the concept has some possibilities. :)

It's a bit indirect.
The main way to increase damage is via "feats" (called mods which comes in 4 types: attack, defense, skill, and utility). Attack mods grant bonus damage. As long as you have at least 20% attack mods, you should kill an equal level enemy in about 5 or 6 basic hits. 50% attack mods gets you to 3-4 hits. Since you can't have more than 50% of an one mod type, everyone usually gets at least 2 shot.
 

Pets & Sidekicks

Remove ads

Top