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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7613780" data-attributes="member: 82106"><p>I'm a little unclear on what your damage translation notation means....</p><p></p><p>I'm assuming what you are really wanting to do is set up a system where damage is based on LEVEL DIFFERENCE. So what you should really have is a difference formula:</p><p></p><p>attacker is N levels different from defender, so damage per die is such-and-such. Really with this kind of system you should simply toss all the minor variations in damage that powers have, just go with a 'basic multiplier' that each power has, such as nDD, so a 3DD power at a +3 level difference will do, say, 6 boxes of damage (this is basically a daily wielded against a creature that 4e would consider an easy target, so it gets hit pretty hard, but this is just a rough guess as to how damage should be scaled). </p><p></p><p>Something like this might work fairly well. I played around with kind of the reverse setup, where you got a progressive damage multiplier based on level, essentially. It produces a roughly similar sort of progression, but the problem is, the number of dice gets unwieldy, and you need to use lots of hit points (though not much different from 4e or 5e on that front).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7613780, member: 82106"] I'm a little unclear on what your damage translation notation means.... I'm assuming what you are really wanting to do is set up a system where damage is based on LEVEL DIFFERENCE. So what you should really have is a difference formula: attacker is N levels different from defender, so damage per die is such-and-such. Really with this kind of system you should simply toss all the minor variations in damage that powers have, just go with a 'basic multiplier' that each power has, such as nDD, so a 3DD power at a +3 level difference will do, say, 6 boxes of damage (this is basically a daily wielded against a creature that 4e would consider an easy target, so it gets hit pretty hard, but this is just a rough guess as to how damage should be scaled). Something like this might work fairly well. I played around with kind of the reverse setup, where you got a progressive damage multiplier based on level, essentially. It produces a roughly similar sort of progression, but the problem is, the number of dice gets unwieldy, and you need to use lots of hit points (though not much different from 4e or 5e on that front). [/QUOTE]
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