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Idle Musings - D&D design scope
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<blockquote data-quote="chaochou" data-source="post: 5957325" data-attributes="member: 99817"><p>I'm running with this thought experiment to see where it goes... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So, my first thought is - why roll 'to hit' at all? In an attritional system where losing hp means nothing other than losing hp, where the only dividing line is between hp>0 and hp=<0, why not just roll damage?</p><p></p><p>Then I think about armour.</p><p></p><p>Two men-at-arms are facing me. Both have 50hp. I have an axe which does 1d8 damage. One man is wearing full plate and shield, the other is wearing a loincloth. That armour has absolutely no bearing on the blow I can deliver to either man with an axe. I can do max 8 damage to either which is nothing. Maybe a nick, maybe a loss of fatigue or a clumsy parry, depending on how it gets narrated.</p><p></p><p>What 'armour' determines is how often I nick or fatigue the platemail man <strong>relative to</strong> loincloth man. In other words, armour - especially over the course of an adventuring lifetime when die rolls tend to the mean - is simply a hit point multiplier.</p><p></p><p>Then I wonder why different weapons do different damage. Going back to our two men at arms, my best hit with an axe can only nick or fatigue either of them. Can I not also fatigue them with a dagger thrust? If so, why is the dagger only doing d4 damage? What is the damage roll really expressing, if anything?</p><p></p><p>Right now, I don't have any hard and fast conclusions, but my instinct is that because HP and AC are, in design terms, empty space - that the other building blocks of D&D combat (to hit and damage) must be as well.</p><p></p><p>To-hit rolls and damage rolls might provide the illusion of process simulation, but I'm far from convinced that they're not just more blank canvas to paint whatever you like over.</p><p></p><p>A comparison with Runequest is forming in my mind, but I'm not typing it up <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="chaochou, post: 5957325, member: 99817"] I'm running with this thought experiment to see where it goes... :) So, my first thought is - why roll 'to hit' at all? In an attritional system where losing hp means nothing other than losing hp, where the only dividing line is between hp>0 and hp=<0, why not just roll damage? Then I think about armour. Two men-at-arms are facing me. Both have 50hp. I have an axe which does 1d8 damage. One man is wearing full plate and shield, the other is wearing a loincloth. That armour has absolutely no bearing on the blow I can deliver to either man with an axe. I can do max 8 damage to either which is nothing. Maybe a nick, maybe a loss of fatigue or a clumsy parry, depending on how it gets narrated. What 'armour' determines is how often I nick or fatigue the platemail man [B]relative to[/B] loincloth man. In other words, armour - especially over the course of an adventuring lifetime when die rolls tend to the mean - is simply a hit point multiplier. Then I wonder why different weapons do different damage. Going back to our two men at arms, my best hit with an axe can only nick or fatigue either of them. Can I not also fatigue them with a dagger thrust? If so, why is the dagger only doing d4 damage? What is the damage roll really expressing, if anything? Right now, I don't have any hard and fast conclusions, but my instinct is that because HP and AC are, in design terms, empty space - that the other building blocks of D&D combat (to hit and damage) must be as well. To-hit rolls and damage rolls might provide the illusion of process simulation, but I'm far from convinced that they're not just more blank canvas to paint whatever you like over. A comparison with Runequest is forming in my mind, but I'm not typing it up ;) [/QUOTE]
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