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General Tabletop Discussion
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Increased base damage from weapons
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<blockquote data-quote="Khorod" data-source="post: 975812" data-attributes="member: 1636"><p>I've worked out some lethal mods to the game- I settled on Con score x 2 for Massive Damage.</p><p></p><p>Given the way D&D damage already increases, using straight con score would be terribly lethal- in many combats the people with less than a score of 15 or so would be constantly rolling Fort saves.</p><p></p><p>When considering low-end lethality, remember that a dagger does enough damage that one good hit can still kill the average commoner. Or the above average commoner. By doubling the base damage, you are saying that weapons can automatically kill many 2nd level characters as well with a single attack.</p><p></p><p>Not only that, but you are greatly decreasing the value of the Strength bonus and other bonuses to damage- making things like Weapon Specialization not worth quite so much.</p><p></p><p>I'm sure others will be along with numbers, but I suggest you just stick to the max damage threshold. And if you want to get a little nasty, have that Fort save be 15 + damage beyond threshold.</p><p></p><p>For my game, which is intended to be heroic-through-basic-survival, I also have Hero Points that only allow you to automatically make saves against death, that way the increased lethality won't always kill the characters, just scare their panse off.</p><p></p><p>EDIT: And making guns better is perfectly fine- I suggest guns have like a -3 Att as a trade off- sure they're powerful, but they are inaccurate. That way bows and slings aren't completely invalidated, and you have a dangerous weapon that only elite forces can use well outside of mass volleys.</p></blockquote><p></p>
[QUOTE="Khorod, post: 975812, member: 1636"] I've worked out some lethal mods to the game- I settled on Con score x 2 for Massive Damage. Given the way D&D damage already increases, using straight con score would be terribly lethal- in many combats the people with less than a score of 15 or so would be constantly rolling Fort saves. When considering low-end lethality, remember that a dagger does enough damage that one good hit can still kill the average commoner. Or the above average commoner. By doubling the base damage, you are saying that weapons can automatically kill many 2nd level characters as well with a single attack. Not only that, but you are greatly decreasing the value of the Strength bonus and other bonuses to damage- making things like Weapon Specialization not worth quite so much. I'm sure others will be along with numbers, but I suggest you just stick to the max damage threshold. And if you want to get a little nasty, have that Fort save be 15 + damage beyond threshold. For my game, which is intended to be heroic-through-basic-survival, I also have Hero Points that only allow you to automatically make saves against death, that way the increased lethality won't always kill the characters, just scare their panse off. EDIT: And making guns better is perfectly fine- I suggest guns have like a -3 Att as a trade off- sure they're powerful, but they are inaccurate. That way bows and slings aren't completely invalidated, and you have a dangerous weapon that only elite forces can use well outside of mass volleys. [/QUOTE]
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