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No ascending bonuses: A mathematical framework for 5e
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<blockquote data-quote="Crazy Jerome" data-source="post: 5785912" data-attributes="member: 54877"><p>I did something like this for a completely rewritten Fantasy Hero damage system for an AD&D-like game. We even broke down those damage results into 7 or 8 discrete spots on the table and named them. Then when you hit, we didn't even say the numbers. Instead, "I hit. Smashed him," or "Got him with a Spattered," or "Oh man, I only Nicked it." It worked very well for us. In our case, "Nicked" versus "Smashed" and so on was relative to the target--i.e. if young hero "Nicks" the dragon, that may be close to the most he can do.</p><p> </p><p>I doubt going as far to label them would work as well in your proposal, and the 3d6 might be a better idea. But just an anecdote to say that the general principle of such a chart is sound. It was <strong>very</strong> fast in resolution for us, too, even with the indirection of the names instead of numbers.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5785912, member: 54877"] I did something like this for a completely rewritten Fantasy Hero damage system for an AD&D-like game. We even broke down those damage results into 7 or 8 discrete spots on the table and named them. Then when you hit, we didn't even say the numbers. Instead, "I hit. Smashed him," or "Got him with a Spattered," or "Oh man, I only Nicked it." It worked very well for us. In our case, "Nicked" versus "Smashed" and so on was relative to the target--i.e. if young hero "Nicks" the dragon, that may be close to the most he can do. I doubt going as far to label them would work as well in your proposal, and the 3d6 might be a better idea. But just an anecdote to say that the general principle of such a chart is sound. It was [B]very[/B] fast in resolution for us, too, even with the indirection of the names instead of numbers. [/QUOTE]
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No ascending bonuses: A mathematical framework for 5e
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