Asmor
First Post
Okay, I came up with this idea, and I think it's kind of interesting, could be used for a spell or something. Anyways, it's rolling a random number of dice for damage. I've never seen anything like that in any other game, so I think it's pretty original.
I'll admit that it's really not much of a gain over just rolling the dice straight, but I think it has a real nice feel to it... I mean, let's face it, most people love the feeling of rolling a die, knowing if they roll high something good's about to happen, but if they roll low... not so much... This gives another tiny bit of anticipation and excitement.
One concrete benefit of it is that it weights the average down to the lower end of the spectrum, allowing you to for example design spells that usually have a reasonably predictable damage output but have the potential to really be a lot more powerful.
Anyways, I whipped up a javascript to see what the numbers would be like. I can give you a full list of them if you like, but here's the percent chance of rolling results in a given range if you roll (1d6)d6:
1-5: 19.357%
6-10: 24.186%
11-15: 23.453%
16-20: 19.757%
21-25: 10.567%
26-30: 2.516%
31-35: 0.165%
36: 0% (statistically indistinguishable from 0... 1/279936)
So... What do you think? As a player, do you think you'd find this more fun? As a DM, do you fear that it would bog down combat with an extra die roll? Also, what would you say (1d6)d6 would be roughly equal to in damage? I'm thinking 4d6 sounds about right.
I'll admit that it's really not much of a gain over just rolling the dice straight, but I think it has a real nice feel to it... I mean, let's face it, most people love the feeling of rolling a die, knowing if they roll high something good's about to happen, but if they roll low... not so much... This gives another tiny bit of anticipation and excitement.
One concrete benefit of it is that it weights the average down to the lower end of the spectrum, allowing you to for example design spells that usually have a reasonably predictable damage output but have the potential to really be a lot more powerful.
Anyways, I whipped up a javascript to see what the numbers would be like. I can give you a full list of them if you like, but here's the percent chance of rolling results in a given range if you roll (1d6)d6:
1-5: 19.357%
6-10: 24.186%
11-15: 23.453%
16-20: 19.757%
21-25: 10.567%
26-30: 2.516%
31-35: 0.165%
36: 0% (statistically indistinguishable from 0... 1/279936)
So... What do you think? As a player, do you think you'd find this more fun? As a DM, do you fear that it would bog down combat with an extra die roll? Also, what would you say (1d6)d6 would be roughly equal to in damage? I'm thinking 4d6 sounds about right.