DND_Reborn
The High Aldwin
Sure, no problem. I am glad it is clearer now.Ahhhhhh I see what you mean now. Thank you for explaining it so well. You're saying if the 'to hit' roll always hits, do we even need it? And if good design is removing all rolls that either have no chance of success or no chance of failure then there is definitely an argument to either removing it, or somehow combining the 'to hit' and damage rolls.
I reality you are suggesting the same thing: combining the attack roll with the damage roll.I do feel like removing the attack roll generates a big chunk of cognitive dissonance tho. It's harder to get your head around. How about removing the damage roll? Make it so that each weapon/spell has a set damage value that is modified by the attack roll, like;
Miss by more than 5 = Miss (no damage)
Miss by less than 5 = glancing hit (half damage value +ability mod damage)
Hit = normal damage (damage value + ability mod)
Hit by more than 10 = critical damage ( 2 x damage value + ability mod)
So, for example, a longsword could have a damage value of 3/6/12 (glance/hit/crit)
You could also have some fun playing around with different weapons like, giving a scythe a 0 for glancing damage, but 3 x for crit etc..
With your suggestion, "misses" would be extremely rare IME, maybe 10% of the time on average, and damage would become more static since the values are set, as shown in your example of the longsword.
If you can wrap your head around the idea of the attack yields the damage, you are already there, just looking at it through the glass so it is mirrored in a manner of speaking.
I am saying if your damage is minimal (or negated entirely by the target's defense), your attack was not very effective; as where if you roll critical damage and the defenses can't over come it, your attack was very effective. Since rolling damage yields more results, I think it is a better way to go (no shock there, huh?

BUT, if you wanted to explore your version, I would make it this:
Attack modifier = half listed weapon damage die + double ability modifier + proficiency
Damage = d20 roll + Attack modifier - target's AC
Let's say you are 5th level. have STR 16, and using a longsword. Your attack modifier would be 4 (half d8) + 6 (double STR modifier) + 3 (proficiency) = +13.
You roll a total 18 (roll 5 + 13) vs. AC 15. 18 - 15 = 3 damage.
You roll a total 26 (roll 13 + 13) vs. AC 15. 26 - 15 = 11 damage.
You roll a total of 15 (roll 2 + 13) vs. AC 15, no damage.
This might sound confusing at first, but for us old dogs used to working with THAC0, it is no big deal.

Yeah, that is an issue with your idea (and my suggested version). Another reason just rolling the damage is useful, since the d20 would still be used for other things, and all the weapons keep their different damage dice (even the dreaded d4...This is kind of a fun idea but I know my players enjoy rolling dice* so I think even though this could be faster, it could also be less fun for them.
*Except for d4s. No one enjoys rolling d4s.
