If you were to add rolling for damage to True20...

Denaes

First Post
Played with my wife and she hates the damage save with a vengence. Actually she doesn't mind the save itself. She hates that she cannot roll for damage.

How would you add HP and/or damage back into the game.

If I were to add damage, I would make it low HP. I'd still like to use a damage save for HP somehow though...

Odd and I prefer the damage save :confused:
 

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For starters, I wouldn't just bring in D&D style damage. You'd be stuck with the multitude of polyhedrals that really cuts against the idea of True20 in the first place.

You could do something like what we were going to use for Thrilling Passages before we decided to enter it into the True20 Setting Search. We also designed TP to use only a d20, but we wanted to keep hps and damage as well. We folded damage into the attack roll. In its basic form, damage was equal to the amount by which the attack roll exceeded the Defense. There's more to it than just that (e.g., armor and weapons have damage modifiers), but it's a good place to start.
 

Justin D. Jacobson said:
For starters, I wouldn't just bring in D&D style damage. You'd be stuck with the multitude of polyhedrals that really cuts against the idea of True20 in the first place.

Thats what my wife and two friends want. The other dice.

My wife explained that she enjoys the thrill of rolling the damage dice and exhilaration of rolling high and the humility of rolling low.

Personally I don't think she really cares about HP so much as rolling damage in a way
 

Denaes said:
Thats what my wife and two friends want. The other dice.

My wife explained that she enjoys the thrill of rolling the damage dice and exhilaration of rolling high and the humility of rolling low.

Personally I don't think she really cares about HP so much as rolling damage in a way
Well you could just "variablize" the damage bonus. Thus, instead of a weapon having a damage bonus of +5, it could be +(1d6+1). You could drop the base damage save to 10 and increase the number and/or size of the dice rolled to determine the Toughness save. It might require some work initially to work out but would be relatively smooth sailing from then on.
 

I was thinking about something like that... it might work. Then again increasing the damage could make things even more lethal ::evil grin::
 

Another option is the optional rule used in M&M - effectively you get rid of "damage save", calling it "Toughness Class" (or somesuch) instead and it becomes a DC for a d20 damage roll (add the weapon's damage mod to the dice roll).

Cheerio,

Ben
 

malladin said:
Another option is the optional rule used in M&M - effectively you get rid of "damage save", calling it "Toughness Class" (or somesuch) instead and it becomes a DC for a d20 damage roll (add the weapon's damage mod to the dice roll).

Cheerio,

Ben

Sounds like a nice alternative, but it's still not rolling for damage. It's altering the Hit Rolls. Actually it's pretty neat. Same effect as a damage save, but flipped around :)
 

I mentioned this on True 20 forums, though the flip to a Damage Roll works, be careful as it means Conviction can't be used to resist damage which is important for the True 20 system. If you do the flip, I would allow PCs to use Conviction on opponent's damage rolls and not on their own damage rolls.
 

1d20 + 5 + Damage Bonus = Save DC for Touchness/Damage/Whatever save. I believe Mutants and Masterminds actually had a sidebar to this effect. On average your damage will be the same (15 + Damage Bonus), but it will vary A LOT. If you want your damage weighted towards the average, 2d10 + 5 + Damage Bonus should work. The damage will never reach the lowest end of the 1d20 method (6 + Damage bonus), but will tend towards the average.
 

This would just add a roll to the system, but...

Have some roll a set of dice that equals the average of their damage bonus.

IE, +2 = 1d3, +3 = 1d5 (heh,) +4 = 1d7, +5 = 1d9...

well, you can see the problem. but, you could always round down... or if you're fond of more lethal, round up.

so, +2 is 1d4(true 2.5), +3 is d6(3.5), +4 is d8(4.5), +5 is d10(5.5), +6 is d12(6.5), +7 is 2d6(7), +8 is d6+d8(8) +9 is 2d8(9)... etc.

but, it's clunky math -- and it just adds a roll -- roll toughness vs. the value they roll instead of their flat value.

can't say I'd ever want to use the system, but it adds in rolling for damage without altering the system much -- except that a "normal" shot has a chance of virtually critting every time -- +5 is d10, and you can roll a 10... effectively critting.

Could always use 2d4 instead of d8's for curved distributions with less chance of extreme damage... but, etc, etc.
 

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