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General Tabletop Discussion
*Dungeons & Dragons
Removing the Critical Hit, Using Exploding Dice
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<blockquote data-quote="Blue" data-source="post: 7855153" data-attributes="member: 20564"><p>I think that you may be minimizing the issue of differences between one and two handed weapons. Two handed weapons give up a lot for their damage dominance. They aren't finesse, don't allow a shield/casting hand/two weapon/grappling, and are expected to do more damage for that difference.</p><p></p><p>Let's take the dagger vs. the great axe. For ease of math I'm going to assume a 55% chance to hit - that's a 50% change for a hit and a 5% chance for a crit the old way.</p><p></p><p>Taking a look at just the dice part of damage, since that's all that's affected by crits. An abilty score bonus is static and the same on either.</p><p></p><p>PHB way:</p><p>Dagger: 50% * d4 (2.5) + 5% * 2d4(5) = 1.5 average damage per attack.</p><p>Great Axe: 50% * d12 (6.5) + 5% * 2d12(13) = 3.9 average damage per attack.</p><p>Dagger does 38% of the Great Axe on an attack.</p><p></p><p>Exploding Dice way:</p><p>Dagger: 55% * d4 Exploding (3.333) = 1.833 average damage per attack.</p><p>Great Axe: 55% * d12 Exploding (7.091) = 3.900 average damage per attack.</p><p>Dagger does 47% of the Great Axe on an attack.</p><p></p><p>Relative to each other, the dagger improved by more than 23% (47/38). That <em>is</em> a "big deal really".</p><p></p><p>Changing the balance to favor one handed over two handed also give DEX characters a boost, since they get more out of this than the two handed weapon wielders going for damage. It would be yet another reason STR loses out to DEX.</p></blockquote><p></p>
[QUOTE="Blue, post: 7855153, member: 20564"] I think that you may be minimizing the issue of differences between one and two handed weapons. Two handed weapons give up a lot for their damage dominance. They aren't finesse, don't allow a shield/casting hand/two weapon/grappling, and are expected to do more damage for that difference. Let's take the dagger vs. the great axe. For ease of math I'm going to assume a 55% chance to hit - that's a 50% change for a hit and a 5% chance for a crit the old way. Taking a look at just the dice part of damage, since that's all that's affected by crits. An abilty score bonus is static and the same on either. PHB way: Dagger: 50% * d4 (2.5) + 5% * 2d4(5) = 1.5 average damage per attack. Great Axe: 50% * d12 (6.5) + 5% * 2d12(13) = 3.9 average damage per attack. Dagger does 38% of the Great Axe on an attack. Exploding Dice way: Dagger: 55% * d4 Exploding (3.333) = 1.833 average damage per attack. Great Axe: 55% * d12 Exploding (7.091) = 3.900 average damage per attack. Dagger does 47% of the Great Axe on an attack. Relative to each other, the dagger improved by more than 23% (47/38). That [I]is[/I] a "big deal really". Changing the balance to favor one handed over two handed also give DEX characters a boost, since they get more out of this than the two handed weapon wielders going for damage. It would be yet another reason STR loses out to DEX. [/QUOTE]
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Removing the Critical Hit, Using Exploding Dice
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