"THIS does only 1d4 damage?!"


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Olidammara said:
How do you explain to a new player that a dagger injury could kill a low-level "common" person with one blow, but barely harm an adventuring hero?

20th lvl Barbarian.

Coup De Gras with dagger

Dead Barbarian
 

Krieg said:
20th lvl Barbarian.

Coup De Gras with dagger

Dead Barbarian
A regular 10 Str guy does an average of 5 points of damage with a CdG with a dagger. A 20th level barbarian will likely fail that save on a 1....
 
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Ankh-Morpork Guard said:
Woah...another amazingly powerful casting of True Rez...that's two in one week.
I think it's just an animate thread (Troll 2, Poster 3, Newbie 0; Necromancy [Chaotic, Fire]) spell.
 
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Krieg said:
20th lvl Barbarian.

Coup De Gras with dagger

Dead Barbarian

Well, if the dagger only hits fat, no vital organ is hit, and the barbarian lives.

But if you meant coup de grâce, then the Barbarian may die. He may also succeed at his Fort save, since Barbarian typically have good Fort scores, and a DC based on 2d4 will not be that high, unless the dagger was wielded by Herakles.
 

Olidammara said:
How do you explain to a new player that a dagger injury could kill a low-level "common" person with one blow, but barely harm an adventuring hero? And why will armor prevent a character from being "hit" with a dice roll at all?

I don't. There is no explanation other than the system being abstract. It just is that way.

If you want a more realistic system, D&D does not provide that.

Bye
Thanee
 

alternative

Yes, the whole HP idea in D&D is just a game mechanic. Weapons, do not do more or less damage, the way in which they hit you does more or less damage. A 9' dagger through the chest will likely kill you while being clubbed on the chest with the flat of a long sword (a very poor strike indeed) will probably not harm you at all (depending on armor).

A better system would be one in which everyones Hps (or health) was set a character creation...base it on Con and size or some such. You never gain any more health unless you increase in size or Con. Then, give everyone a defense rating (what you need to roll better then to hit). However much over that roll you make is the amount of damage (Ex: Defense of 10, you roll 20 you do 10 damage.) Armor adds damage reduction. There could also be modifiers to damage based on weapon size, two-handed use etc.

With this system, even the 10th level hero has to run from the town guard (if there is a enough of them).
 

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