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Rules for Improvised Attacks
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<blockquote data-quote="GMMichael" data-source="post: 7378052" data-attributes="member: 6685730"><p>This looks like it will produce some quality attacks, but I'm not seeing how you can avoid putting thought into it. It has multiple steps and table references, which pretty much ends its chances of being "on the fly."</p><p></p><p>Look at it this way: 5e damage is usually (always?) variable, and if you're using a DM Screen®, your players won't know how many dice or what kind you're rolling anyway. They won't even know if you're looking at the dice. So you might be better off with a single table like this:</p><p></p><p>[TABLE="class: grid, width: 500"]</p><p>[TR]</p><p>[TD]Party Level[/TD]</p><p>[TD]1[/TD]</p><p>[TD]2[/TD]</p><p>[TD]3[/TD]</p><p>[TD]5[/TD]</p><p>[TD]7[/TD]</p><p>[TD]9[/TD]</p><p>[TD]12[/TD]</p><p>[TD]15[/TD]</p><p>[TD]18[/TD]</p><p>[TD]Who cares[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Setback[/TD]</p><p>[TD]d4[/TD]</p><p>[TD]2d4[/TD]</p><p>[TD]3d4[/TD]</p><p>[TD]4d4[/TD]</p><p>[TD]5d6[/TD]</p><p>[TD]6d6[/TD]</p><p>[TD]7d6[/TD]</p><p>[TD]8d8[/TD]</p><p>[TD]9d8[/TD]</p><p>[TD]make[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Dangerous[/TD]</p><p>[TD]d6[/TD]</p><p>[TD]2d6[/TD]</p><p>[TD]3d6[/TD]</p><p>[TD]4d6[/TD]</p><p>[TD]5d8[/TD]</p><p>[TD]6d8[/TD]</p><p>[TD]7d8[/TD]</p><p>[TD]8d10[/TD]</p><p>[TD]9d10[/TD]</p><p>[TD]something[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]Deadly[/TD]</p><p>[TD]d10[/TD]</p><p>[TD]2d10[/TD]</p><p>[TD]3d10[/TD]</p><p>[TD]4d10[/TD]</p><p>[TD]5d10[/TD]</p><p>[TD]6d10[/TD]</p><p>[TD]7d10[/TD]</p><p>[TD]8d10+10[/TD]</p><p>[TD]8d10+20[/TD]</p><p>[TD]up+2[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p></p><p>What's your goal? To create perfectly simulated damage models, to produce levels of damage that the PCs can't legally complain about, or to administer an amount of damage that generally respects the type of attack and level of the PCs?</p><p></p><p>PROTIP: add static amounts to the above table to save even more time. And just roll some random dice to make it seem like you're not trying to kill the players.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7378052, member: 6685730"] This looks like it will produce some quality attacks, but I'm not seeing how you can avoid putting thought into it. It has multiple steps and table references, which pretty much ends its chances of being "on the fly." Look at it this way: 5e damage is usually (always?) variable, and if you're using a DM Screen®, your players won't know how many dice or what kind you're rolling anyway. They won't even know if you're looking at the dice. So you might be better off with a single table like this: [TABLE="class: grid, width: 500"] [TR] [TD]Party Level[/TD] [TD]1[/TD] [TD]2[/TD] [TD]3[/TD] [TD]5[/TD] [TD]7[/TD] [TD]9[/TD] [TD]12[/TD] [TD]15[/TD] [TD]18[/TD] [TD]Who cares[/TD] [/TR] [TR] [TD]Setback[/TD] [TD]d4[/TD] [TD]2d4[/TD] [TD]3d4[/TD] [TD]4d4[/TD] [TD]5d6[/TD] [TD]6d6[/TD] [TD]7d6[/TD] [TD]8d8[/TD] [TD]9d8[/TD] [TD]make[/TD] [/TR] [TR] [TD]Dangerous[/TD] [TD]d6[/TD] [TD]2d6[/TD] [TD]3d6[/TD] [TD]4d6[/TD] [TD]5d8[/TD] [TD]6d8[/TD] [TD]7d8[/TD] [TD]8d10[/TD] [TD]9d10[/TD] [TD]something[/TD] [/TR] [TR] [TD]Deadly[/TD] [TD]d10[/TD] [TD]2d10[/TD] [TD]3d10[/TD] [TD]4d10[/TD] [TD]5d10[/TD] [TD]6d10[/TD] [TD]7d10[/TD] [TD]8d10+10[/TD] [TD]8d10+20[/TD] [TD]up+2[/TD] [/TR] [/TABLE] What's your goal? To create perfectly simulated damage models, to produce levels of damage that the PCs can't legally complain about, or to administer an amount of damage that generally respects the type of attack and level of the PCs? PROTIP: add static amounts to the above table to save even more time. And just roll some random dice to make it seem like you're not trying to kill the players. [/QUOTE]
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