Taking and giving damage...

who should roll for damage?

  • player rolls for damage

    Votes: 84 97.7%
  • Dm roles for damage

    Votes: 2 2.3%

I voted for DM rolling damage.

Actually, I totally disagree with this method, favoring players roll their own damage, but I thought that "1" looked lonely next to the 72 (i think 72).

Reasons for favoring "players roll": See above collection of posts.
 

log in or register to remove this ad

ah

Spot checks for estimating damage done <Sarcasm>what a good idea, its just what combat needs extra dice rolls after each attack roll just so you can know how well you've hit, that will make the game so much more fun.

Tell you what you best get the DM to roll those spot checks as well you don't want players knowing if the wound is really bad or just 'looks' really bad. After all the DM has nothing better to do during a combat round than roll lots of dice for the players.

Tell you what best confiscate all the players dice at the door. You could then pre-roll any combats that are likely to take place during the evening and give the players a typed-copy of the results of the battle when they arrive. </Sarcasm>
 


Wow those high level fireballs must be costly.

Still it would help to discourage sneak attacks.

Do you charge per dice (no matter what type) or per number of sides?
 

Per roll, a 5d6 fireball would count as one. When it was 20 dice rolled for free per session the players wanted to roll up a new character whenever they reached four of fifth level.

It has also this great advantage: no more players who roll their damage one die at a time.

Also:
*) A roll with a 12-sider count as a half towards the quotom but as double when you're paying
*) every session one of the dice (excluding the d20) is called a joker - first d20 rolls with that dice rolled that session by all players don't count.
 

Remove ads

Top