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Community
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Super-simple damage mechanic
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<blockquote data-quote="Planesdragon" data-source="post: 1947850" data-attributes="member: 11133"><p>Ugh. I think that takes it too far. Why would I want a longsword and a dagger to have the same damage? Why would I want to change the scale of numbers I use for <em>everything in the game</em>?</p><p> </p><p> rycanada just wanted to get rid of the damgae roll. Easiest way to do that is to just not roll and assume slightly less than average damage: you take the lower number becase 1/2 hps are a PITA, and lack of randomness works in the party's favor (so lean towards conservation rather than deadliness.)</p><p> </p><p> </p><p> They aren't. Division especially.</p><p> </p><p> Which is why you could toss out variable damage from wounds, convert all damage modifiers to attack roll modifiers (which you've already done/started to do), and have each successful hit just be a "hit". </p><p> </p><p> Or, if you do want the chance for multiple wounds from one attack roll, you want to keep the division simple. Which is why you want to use 10s or 5s: dividing by them is simple. (Quick, divide these numbers by 10: 35, 17, 20. Since you always drop fractions in D&D, the answer's simple: 1, 3, 1, and 2. Dividing by 5 is almost as simple, for the same reason: 2, 7, 3, and 4)</p><p> </p><p> You're right about subtraction being harder than addition, though. But a typical D&D session already has a good deal of addition and subtraction: attack roll penalties, damage resistance, and, of course, damage from hit point pools. Addition and subtraction of two-digit numbers is a core player skill, and calculators are cheap enough for those who can't manage.</p><p> </p><p> OTOH, Aaron2 has a good point: allowing multiple hits from a high attack roll requires either the PCs to know the AC of whatever they're trying to hit, or for the DM to do a lot of math. Not that the game breaks down if the PCs know how hard a time they're having fighting their opponents or anything.</p></blockquote><p></p>
[QUOTE="Planesdragon, post: 1947850, member: 11133"] Ugh. I think that takes it too far. Why would I want a longsword and a dagger to have the same damage? Why would I want to change the scale of numbers I use for [i]everything in the game[/i]? rycanada just wanted to get rid of the damgae roll. Easiest way to do that is to just not roll and assume slightly less than average damage: you take the lower number becase 1/2 hps are a PITA, and lack of randomness works in the party's favor (so lean towards conservation rather than deadliness.) They aren't. Division especially. Which is why you could toss out variable damage from wounds, convert all damage modifiers to attack roll modifiers (which you've already done/started to do), and have each successful hit just be a "hit". Or, if you do want the chance for multiple wounds from one attack roll, you want to keep the division simple. Which is why you want to use 10s or 5s: dividing by them is simple. (Quick, divide these numbers by 10: 35, 17, 20. Since you always drop fractions in D&D, the answer's simple: 1, 3, 1, and 2. Dividing by 5 is almost as simple, for the same reason: 2, 7, 3, and 4) You're right about subtraction being harder than addition, though. But a typical D&D session already has a good deal of addition and subtraction: attack roll penalties, damage resistance, and, of course, damage from hit point pools. Addition and subtraction of two-digit numbers is a core player skill, and calculators are cheap enough for those who can't manage. OTOH, Aaron2 has a good point: allowing multiple hits from a high attack roll requires either the PCs to know the AC of whatever they're trying to hit, or for the DM to do a lot of math. Not that the game breaks down if the PCs know how hard a time they're having fighting their opponents or anything. [/QUOTE]
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Super-simple damage mechanic
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