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General Tabletop Discussion
*TTRPGs General
PC hit rates and enemy damage output
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<blockquote data-quote="steenan" data-source="post: 4630816" data-attributes="member: 23240"><p>How much is "6 damage"?</p><p>Hits that give a real effect should happen with quite the same probability no matter the class when fighting with your exact copy - and by "real effect" I mean a hit that significantly weakens the opponent, incapacitates or kills him. Attacks stopped by armor do not falkl into this cathegory. Attacks that have no effect due to saves or other additional defences do not, either. Thus, it is possible that one type of characters will get hit often, but not injured, while other will dodge attacks or regenerate wounds. Still, about hald of the attacks will do something significant.</p><p></p><p></p><p>I'm not familiar with any that system that abstracts them completely, but many people suggest that (for example, in D&D) hitpoints represent not only injuries, but also near-misses, lucky dodges and so on. In my oppinion, if dodges are in HP they are not necessary (and just shouldn't be present) separately. It would mean that the only roll used is for damage - exactly as Cadfan described a few posts earlier.</p><p></p><p></p><p>If using defensive maneuvers requires giving up attacks, there really are two hit rates to take into account: against defensive maneuver and without it. If you aim for balancing offense and defence, I suggest setting them at about 20% and 60-70%, respectively. If attacks are lethal and characters should focus on not getting hit, lower the hit chance against defensive maneuver.</p></blockquote><p></p>
[QUOTE="steenan, post: 4630816, member: 23240"] How much is "6 damage"? Hits that give a real effect should happen with quite the same probability no matter the class when fighting with your exact copy - and by "real effect" I mean a hit that significantly weakens the opponent, incapacitates or kills him. Attacks stopped by armor do not falkl into this cathegory. Attacks that have no effect due to saves or other additional defences do not, either. Thus, it is possible that one type of characters will get hit often, but not injured, while other will dodge attacks or regenerate wounds. Still, about hald of the attacks will do something significant. I'm not familiar with any that system that abstracts them completely, but many people suggest that (for example, in D&D) hitpoints represent not only injuries, but also near-misses, lucky dodges and so on. In my oppinion, if dodges are in HP they are not necessary (and just shouldn't be present) separately. It would mean that the only roll used is for damage - exactly as Cadfan described a few posts earlier. If using defensive maneuvers requires giving up attacks, there really are two hit rates to take into account: against defensive maneuver and without it. If you aim for balancing offense and defence, I suggest setting them at about 20% and 60-70%, respectively. If attacks are lethal and characters should focus on not getting hit, lower the hit chance against defensive maneuver. [/QUOTE]
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PC hit rates and enemy damage output
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