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<blockquote data-quote="El Mahdi" data-source="post: 6056554" data-attributes="member: 59506"><p>Yeah, it might be a bit fiddly but I think it would be cool. It's kind of like how some others in the thread recommended just adding strength (continuing to add strength) to any critical hit damage.</p><p> </p><p>Another way, even though it's not D&D per se, is to simply add the margin of success from the attack roll (difference between the D20 attack roll plus modifiers and the targets A/C) to a base damage die roll (without any other modifiers). You can then tailor the game to almost anything you want by just changing the base die used: variable dice based on different weapons (weapon differentiation), base die based on class and level, increasing base die with level or non-increasing die for grittier game throughout all levels, etc. One consideration though, would be the higher the base damage die, the less impactful the attack roll result to the potential total.</p><p> </p><p>I've toyed with doing this in my games for quite a while, I just haven't gotten it to a workable form yet. I like it though because it could kill two birds with one stone: you get modifiers contributing to damage, and you get the accuracy of the attack roll influencing the damage outcome (something D&D doesn't currently have). The way D&D has always worked, you can roll massively well on your attack roll, but still be short of a critical, and then roll the minimum on your damage roll. That's always been a bit of a letdown for me.</p><p> </p><p><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></blockquote><p></p>
[QUOTE="El Mahdi, post: 6056554, member: 59506"] Yeah, it might be a bit fiddly but I think it would be cool. It's kind of like how some others in the thread recommended just adding strength (continuing to add strength) to any critical hit damage. Another way, even though it's not D&D per se, is to simply add the margin of success from the attack roll (difference between the D20 attack roll plus modifiers and the targets A/C) to a base damage die roll (without any other modifiers). You can then tailor the game to almost anything you want by just changing the base die used: variable dice based on different weapons (weapon differentiation), base die based on class and level, increasing base die with level or non-increasing die for grittier game throughout all levels, etc. One consideration though, would be the higher the base damage die, the less impactful the attack roll result to the potential total. I've toyed with doing this in my games for quite a while, I just haven't gotten it to a workable form yet. I like it though because it could kill two birds with one stone: you get modifiers contributing to damage, and you get the accuracy of the attack roll influencing the damage outcome (something D&D doesn't currently have). The way D&D has always worked, you can roll massively well on your attack roll, but still be short of a critical, and then roll the minimum on your damage roll. That's always been a bit of a letdown for me. :) [/QUOTE]
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