Hi Everyone,
I have an idea for a house rule. For full disclosure, I don't know if this has been proposed before because I'm not allowed to search the forum. Also, I have never played a game of DnD 4ed; I only own the core rule books.
My proposal: A player can choose to roll a d20 per damage multiple or die of damage instead of one d20 for all the damage. For example, a Paladin uses Fearsome Smite which has 2[W] + Charisma Mod. Instead of rolling one d20 to see if they hit. The player can choose to roll two d20s, one for each "[W]." The Cha Mod would be multiplied by (# of d20s that hit)/(total # of d20s) and rounded down. If a Wizard cast Fire Burst he could roll three d20s to see if they hit. This way you have a better chance of hitting, but more often it would be a "glancing blow" or the monster dodged "almost" in the nick of time.
I believe the average damage works out to be the same. One problem is lasting effects that trigger on a hit. This method would give those effects a greater chance of happening. Maybe for those powers or any power where it's too complicated or doesn't seem to make sense you have to roll the standard way.
This would be totally optional and the player could choose either the standard way or this multiple "to hit" die each time they use an attack power.
Food for thought.
Regards,
Crashy
I have an idea for a house rule. For full disclosure, I don't know if this has been proposed before because I'm not allowed to search the forum. Also, I have never played a game of DnD 4ed; I only own the core rule books.
My proposal: A player can choose to roll a d20 per damage multiple or die of damage instead of one d20 for all the damage. For example, a Paladin uses Fearsome Smite which has 2[W] + Charisma Mod. Instead of rolling one d20 to see if they hit. The player can choose to roll two d20s, one for each "[W]." The Cha Mod would be multiplied by (# of d20s that hit)/(total # of d20s) and rounded down. If a Wizard cast Fire Burst he could roll three d20s to see if they hit. This way you have a better chance of hitting, but more often it would be a "glancing blow" or the monster dodged "almost" in the nick of time.
I believe the average damage works out to be the same. One problem is lasting effects that trigger on a hit. This method would give those effects a greater chance of happening. Maybe for those powers or any power where it's too complicated or doesn't seem to make sense you have to roll the standard way.
This would be totally optional and the player could choose either the standard way or this multiple "to hit" die each time they use an attack power.
Food for thought.
Regards,
Crashy