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Passive or Active Fighting Styles?
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<blockquote data-quote="Esker" data-source="post: 7905617" data-attributes="member: 6966824"><p>I feel like the way to address the problem that 1d12 weapons are just worse than 2d6 weapons is to lean into their swinginess, giving players an option to increase their average result and their variability. Something like:</p><p></p><p>"When you roll a total of 8 or higher on the damage dice for an attack you make with a heavy melee weapon, you can roll one additional die and add it to the result."</p><p></p><p>By making the threshold a set 8 or higher, 2d6 and 1d12 weapons have the same chance of triggering the bonus damage, but 1d12 weapons get a bigger boost, putting them slightly ahead of 2d6 weapons in average damage (9.2 vs 8.5), but both get a boost relative to GWF style as written. So if you're a two-handed weapon user who wants an offense-oriented style, you now have an incentive to use a 1d12 weapon; but if you take Defense style you are more effective with a 2d6 weapon. This style gives the smallest boost to 1d10 weapons, increasing the damage gap between polearms and other heavy weapons (making PAM a bit less of an obvious choice).</p><p></p><p>Meanwhile you could tweak GWF style by just flat out allowing you to roll one extra damage die and drop the lowest result. This is actually slightly worse for 2d6 weapons than rerolling all 1s and 2s, since you can't reroll both dice, for an average result of 8.24 instead of 8.33, and better for 1d12 weapons (it makes the average damage 8 instead of 7.3).</p><p></p><p>In both cases the gap between 2d6 and 1d12 weapons is reduced, but one style increases variability and favors the already-high-variability 1d12 weapons, whereas the other decreases variability and favors the already lower variability 2d6 weapons.</p></blockquote><p></p>
[QUOTE="Esker, post: 7905617, member: 6966824"] I feel like the way to address the problem that 1d12 weapons are just worse than 2d6 weapons is to lean into their swinginess, giving players an option to increase their average result and their variability. Something like: "When you roll a total of 8 or higher on the damage dice for an attack you make with a heavy melee weapon, you can roll one additional die and add it to the result." By making the threshold a set 8 or higher, 2d6 and 1d12 weapons have the same chance of triggering the bonus damage, but 1d12 weapons get a bigger boost, putting them slightly ahead of 2d6 weapons in average damage (9.2 vs 8.5), but both get a boost relative to GWF style as written. So if you're a two-handed weapon user who wants an offense-oriented style, you now have an incentive to use a 1d12 weapon; but if you take Defense style you are more effective with a 2d6 weapon. This style gives the smallest boost to 1d10 weapons, increasing the damage gap between polearms and other heavy weapons (making PAM a bit less of an obvious choice). Meanwhile you could tweak GWF style by just flat out allowing you to roll one extra damage die and drop the lowest result. This is actually slightly worse for 2d6 weapons than rerolling all 1s and 2s, since you can't reroll both dice, for an average result of 8.24 instead of 8.33, and better for 1d12 weapons (it makes the average damage 8 instead of 7.3). In both cases the gap between 2d6 and 1d12 weapons is reduced, but one style increases variability and favors the already-high-variability 1d12 weapons, whereas the other decreases variability and favors the already lower variability 2d6 weapons. [/QUOTE]
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