Impact of exploding dammage dice?

I had fun with this mechanic in the handful of Earthdawn games I played in... but I really dont think it fits into the d20 system very well.
 

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How about exploding crits?

Every time you roll in your threat range, add extra dice (and modifiers) equal to your crit mod -1.

So every time you land in the crit range with an axe you get 2 extra dice.

This might heavily skew the game in favor of rapiers though, because I haven't done the math.
 

I have and it does skew the game in favor of rapiers.

To make the extra damage equal between a 18-20 threat range and a 20/x4 threat range you would have to use the following sequences of multipliers.

#of crits: 1 2 3 4 5
18-20 threat: 2 3 4 5 6
20/x4 threat: 4 13 30 111 354

This is because a 18-20 weapon gets N crits in a row 3^N times as often as a 20/x4 weapon. So (total damage for N crits)/(total damage for N-1 crits) must be 3^N times as great for a 20/x4 weapon than a 18-20 weapon.
 

I just worked out a damage table for exploding dice. It will come in handy for anyone considering adopting them.

Die Size Avg damage Avg Damage with continuing explosions
d4---------2.5-----------------3 1/3
d6---------3.5-----------------4 1/5
d8---------4.5-----------------5 1/7
d10--------5.5-----------------6 1/9
d12--------6.5-----------------7 1/11
d20--------10.5----------------11 1/19

As you see this biases twards weapons with multiple dice over those with one large die. 2d4 is now over .5 better than 1d10 (6.66 vs 6.11), whereas before it was .5 worse (5 vs 5.5).

To balance different weapons under exploding dice, I suggest changing all d10s to 2d4, and all d12s to 2d6. And for the monk replace all d20s with 3d6.
 
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