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So why all the freaking dice?
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<blockquote data-quote="Gorgoroth" data-source="post: 6063912" data-attributes="member: 6674889"><p>too many dice = ugh.</p><p></p><p>Some people like the idea that a high level fighter with a toothpick does virtually the same damage as a guy with the big sword, but I don't. If you want to be lethal with your bare hands, play a monk or take a feat. If you want to deal insane stabbity stab with a dagger, play a rogue, etc. The martial damage dice number should be cut in half but the die type should be the weapon.</p><p></p><p>People mentioned that high level maneuvers may be "too good". That could easily be balanced by the loss of your bigger damage die. Or if you are a maneuver junkie and you have a schtick with that, then trading off the extra damage from the die by using a smaller weapon is not a penalty. I see that as a more realistic modelling anyway. Why should parrying not work super well with a parrying dagger? So some maneuver's effects, as someone else suggested here, need to be decoupled from the damage die of the weapon to make the tradeoff worth it. </p><p></p><p>As it is, it's not a big deal to trade off a single d6 for a whole extra attack at level 1 with whirlwind attack. But if whirlwind attack costs me an extra d12 off my greataxe's main swing, I might think otherwise. I think dual wielding should work the same as whirlwind attack, except both attacks can be against the same enemy. It's a very natural sort of load balancing that occurs here. If you dual wield, you give up a martial damage die for a use of your offhand weapon that round, which as it turns out, is precisely that same offhand die!! what's not to love.</p><p></p><p>I agree, an insane amount of dice rolls is annoying, each round, after the beers and "<em>old fashioned</em>"s start flowing freely. But in 3e and PF it was the iterative attacks with different attack bonuses that really irked me. I tended to avoid dual wielding characters for that reason alone. too many rolls per round.</p><p></p><p>Instead of W + 6d6, why not 4W ? where if you are a dwarf with a greataxe doing 2d6 per swing, it amounts to the same maximum (slightly different average, but practically the same). The benefit of a half number of dice rolled is huge to my mind. It auto-balances the tradeoff of maneuvers vs Deadly Strike or whatever it is, nicely. I don't mind trading a d12 damage to a d6 damage reduction to parry once in a while when I need it. It's still useful, but not a no-brainer. Sometimes I want to take some damage, but still dish it out two-fold to my foe.</p><p></p><p>This puts the big sword or big axe back at the top for fighters, as they should be!!!</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6063912, member: 6674889"] too many dice = ugh. Some people like the idea that a high level fighter with a toothpick does virtually the same damage as a guy with the big sword, but I don't. If you want to be lethal with your bare hands, play a monk or take a feat. If you want to deal insane stabbity stab with a dagger, play a rogue, etc. The martial damage dice number should be cut in half but the die type should be the weapon. People mentioned that high level maneuvers may be "too good". That could easily be balanced by the loss of your bigger damage die. Or if you are a maneuver junkie and you have a schtick with that, then trading off the extra damage from the die by using a smaller weapon is not a penalty. I see that as a more realistic modelling anyway. Why should parrying not work super well with a parrying dagger? So some maneuver's effects, as someone else suggested here, need to be decoupled from the damage die of the weapon to make the tradeoff worth it. As it is, it's not a big deal to trade off a single d6 for a whole extra attack at level 1 with whirlwind attack. But if whirlwind attack costs me an extra d12 off my greataxe's main swing, I might think otherwise. I think dual wielding should work the same as whirlwind attack, except both attacks can be against the same enemy. It's a very natural sort of load balancing that occurs here. If you dual wield, you give up a martial damage die for a use of your offhand weapon that round, which as it turns out, is precisely that same offhand die!! what's not to love. I agree, an insane amount of dice rolls is annoying, each round, after the beers and "[I]old fashioned[/I]"s start flowing freely. But in 3e and PF it was the iterative attacks with different attack bonuses that really irked me. I tended to avoid dual wielding characters for that reason alone. too many rolls per round. Instead of W + 6d6, why not 4W ? where if you are a dwarf with a greataxe doing 2d6 per swing, it amounts to the same maximum (slightly different average, but practically the same). The benefit of a half number of dice rolled is huge to my mind. It auto-balances the tradeoff of maneuvers vs Deadly Strike or whatever it is, nicely. I don't mind trading a d12 damage to a d6 damage reduction to parry once in a while when I need it. It's still useful, but not a no-brainer. Sometimes I want to take some damage, but still dish it out two-fold to my foe. This puts the big sword or big axe back at the top for fighters, as they should be!!! [/QUOTE]
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