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%


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Rolling damage is part of the fun for players. While there is nothing wrong with the DM rolling, this poll shows what I think most would have guessed - most players want to roll.

The only time I use hidden damage of any sort is when I'm running Rolemaster - the players know whether or not they do damage, and whether what level of crit (if any). I then describe the visible effects of the crit, but not something they won't know (eg, internal damage).

The d&d system is so simple and abstract I don't think there's much to be gained from DM damage rolls - as has been pointed out, a creatures total hp is unknown to the party anyway.
 

I still don't see how it would make the combat any more realistic.

You still have no real idea how much that critical hit for 12 damage did. In fact sometimes it's even better to know how much you did. It gives you a better feel of how strong the thing you are fighting is.

For example, if you roll 20 damage at level 3, and the DM says "The creature bareley flinches, and lets off a gutteral laugh as he swings his wickedly curved blade down. *roll roll*", you know you might have a challenge on your hands. And by the same token you still really don't know how much relative damage you have done. Perhaps the creature has 40 HP and a high pain tollerance, or perhaps the creature has 300 hit points and is just there to make you run away.

DnD combat is not, has never been, nor will ever be "realistic". The very concept of the amount of punishment people can take, the abstract way armour and stats effect damage and to-hit rolls at times, etc. It's designed to be a simplistic combat system, not a realistic one. If you want a realistic combat, try Shadowrun. There a bullet can kill. Even a very tough character can be taken out of action (At least for a while) with one bullet. A dozen modifiers effect combat at any one time... range, light level, environmental conditions, your health, what type of recoil suppression you have on your gun, etc.

Of course, I hope you can do lots of math in your head quickly, or have a calculator... and a small vat of D6s...
 


Arrrgggghhh....gripes rising...

1. There is no need to post a Poll when there's only two options! Poll-rot! Poll-rot!

2. ROGUE: a PC class in D&D
ROUGE: make-up applied to the cheeks

Whew! Calming down, now...

I let the players roll their own damage. As DM, I have quite enough to worry about just remembering all the functions of the magic items I handed out, since Identify was completely hamstrung in the new rules...gotta house-rule that one...
 

"What I think is wrong with that is that my party knows EXACTLY HOW much damage they deal!!!!"

That is PLAYER knowledge, not character knowledge. And if your players are using their player knowledge as character knowledge (like say, a first level party that's never even seen a troll before starts only using fire/acid on it...), they are pretty irresponsible.
 


Yep, players have to roll their own damage. Otherwise:

1) It's less fun for the players. The players are playing to have fun, so anything that is less fun is not desirable.

2) Combat takes longer. Long, drawn-out battles tend to be more boring than quick, fast-paced ones. See 1).

3) More work for the DM. More work is less fun. The DM is really a player in the game, too. See 1).

'nuff said.
 


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