Ry
Explorer
In my other thread I'm working on incorporating damage into the attack roll. This is my first attempt.
Equipment
To get rid of secondary damage rolls (see Combat), we need to change how weapons and armor work.
Weapons:One-handed simple weapons deal 2 points of damage (+ Str modifier)
Then change based on the following:
Martial +2
2-handed +2
Ranged -1
Small -1
Finessble -1
Reach -1
Exotic +2
Mastrwrk +1
Non-thrown ranged weapons don’t give Strength bonuses unless they’re Mighty (Crossbows not at all)
Players should record how much damage they do on a successful hit (weapon damage plus Strength modifier, in most cases) and then divide the value by 2 to get the Extra Damage value (round down). Neither value (damage or Extra Damage) can be less than 1.
Option: Reduce the damage by 1 to get a +2 bonus to the Extra Damage value.
Shields:
Shields give +1 or +2 bonuses to Defense actions, depending on their size.
Armor:
Armor reduces damage on successful attacks, equal to the AC bonus it would grant divided by 2 (rounded down).
Combat
Ignore this, it has to do with turning everything into skills: (Attacks are made with the weapon group skills, and resisted with the Defense group skills.)
If an attack equals or exceeds the opposing Defense, then it deals damage. Damage is calculated based on the chart above, and modified by Strength (except for certain ranged weapons, that get no modifier).
For each 4 points by which the Attack defeats the Defense, deal the Extra Damage.
If the Attack defeats the Defense by 10 or more, it also ignores damage reduction due to Armor.
Natural 20s in combat are treated as 30
Natural 1s in combat are treated as -10
Equipment
To get rid of secondary damage rolls (see Combat), we need to change how weapons and armor work.
Weapons:One-handed simple weapons deal 2 points of damage (+ Str modifier)
Then change based on the following:
Martial +2
2-handed +2
Ranged -1
Small -1
Finessble -1
Reach -1
Exotic +2
Mastrwrk +1
Non-thrown ranged weapons don’t give Strength bonuses unless they’re Mighty (Crossbows not at all)
Players should record how much damage they do on a successful hit (weapon damage plus Strength modifier, in most cases) and then divide the value by 2 to get the Extra Damage value (round down). Neither value (damage or Extra Damage) can be less than 1.
Option: Reduce the damage by 1 to get a +2 bonus to the Extra Damage value.
Shields:
Shields give +1 or +2 bonuses to Defense actions, depending on their size.
Armor:
Armor reduces damage on successful attacks, equal to the AC bonus it would grant divided by 2 (rounded down).
Combat
Ignore this, it has to do with turning everything into skills: (Attacks are made with the weapon group skills, and resisted with the Defense group skills.)
If an attack equals or exceeds the opposing Defense, then it deals damage. Damage is calculated based on the chart above, and modified by Strength (except for certain ranged weapons, that get no modifier).
For each 4 points by which the Attack defeats the Defense, deal the Extra Damage.
If the Attack defeats the Defense by 10 or more, it also ignores damage reduction due to Armor.
Natural 20s in combat are treated as 30
Natural 1s in combat are treated as -10