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<blockquote data-quote="BradfordFerguson" data-source="post: 4040837" data-attributes="member: 20048"><p>(Looks like from the 4E Pit Fiend preview that HP progression will be redone because the Pit Fiend only does a double attack for a max of something like 30 damage... I'm not prepared to do that overhaul in prep for the 4E release.)</p><p></p><p>My system involves single attack rolls and average damage...</p><p></p><p>I did a short playtest of what I've come up with (levelling progressions, spell lists) and things seemed to go well. The barbarian dealt a ton of damage at 6th level and this startled the players a bit (esp since we were doing single attack roll AND average damage), but people didn't realize that the barbarian normally has two attacks at 6th level while none of the other characters did. The barbarian and rogue at 6th level were very similar as far as damage output when they were both flanking an opponent. On a hit, the halfling rogue with TWF does 20 damage (two weapons + sneak attack), and the barbarian, if raging does 20 damage (one weapon).</p><p></p><p>The system uses a single attack roll (10th level and under), so where the player under regular d20 rules would normally roll two dice, my system assumes that on a "hit" that the character is hitting between 1 & 2 times on a single die roll. For d20 this rogue's average damage on a single hit is 14, and on a true double hit would be 27. So, my system is basically saying that the 6th level rogue is hitting 1.5 times on each TWF full attack.</p><p></p><p>It is about the same for the barbarian.</p><p></p><p>I don't think I will stick to a single attack roll for all characters because things get a little crazy at higher levels. At 20th level a rogue's single sneak attack hit would be 35+4+5=44 damage, if it is assumed the 20th level rogue hits twice on a single roll (instead of twice on three iterative attacks) and the rogue is using two weapons, then a single roll hit would mean 176 damage, and a single roll miss would mean 0 damage. That's a bit extreme.</p><p></p><p>Not only do I not want my players to turn the tide of a battle so easily; I also do not want the monsters/opponents to turn a battle so quickly.</p><p></p><p>At 20th level, I think I will have the flanking rogue roll 4 times, doing 44 damage on a hit. The first two rolls would be at their attack roll -2 for TWF. The second two rolls would be at their attack roll -2 for TWF and -5 for iterative penalty.</p><p></p><p>At 20th level, the two-handed weapon barbarian is not quite as devastating, but he has many more HP, and has a higher attack roll. W/single roll, I'm assuming the barbarian hits 3 times (if I remember right), doing 5 (magic weapon adj) +14 (str bonus x1.5) +4 (rage) +6 (weapon dice) = 29 damage with each weapon strike or 87 damage on a "hit" roll (hit=3 hits). A x3 crit would be 261 damage, so I think I will break the barbarians attack rolls into two rolls at 20th level (and probably before that, maybe starting at 10th level).</p><p></p><p>TWF rogue is certainly vicious... but definitely more vulnerable.</p><p></p><p>Note to self, damage chart may not be multiplying the "magic weapon adj", make adjustments.</p></blockquote><p></p>
[QUOTE="BradfordFerguson, post: 4040837, member: 20048"] (Looks like from the 4E Pit Fiend preview that HP progression will be redone because the Pit Fiend only does a double attack for a max of something like 30 damage... I'm not prepared to do that overhaul in prep for the 4E release.) My system involves single attack rolls and average damage... I did a short playtest of what I've come up with (levelling progressions, spell lists) and things seemed to go well. The barbarian dealt a ton of damage at 6th level and this startled the players a bit (esp since we were doing single attack roll AND average damage), but people didn't realize that the barbarian normally has two attacks at 6th level while none of the other characters did. The barbarian and rogue at 6th level were very similar as far as damage output when they were both flanking an opponent. On a hit, the halfling rogue with TWF does 20 damage (two weapons + sneak attack), and the barbarian, if raging does 20 damage (one weapon). The system uses a single attack roll (10th level and under), so where the player under regular d20 rules would normally roll two dice, my system assumes that on a "hit" that the character is hitting between 1 & 2 times on a single die roll. For d20 this rogue's average damage on a single hit is 14, and on a true double hit would be 27. So, my system is basically saying that the 6th level rogue is hitting 1.5 times on each TWF full attack. It is about the same for the barbarian. I don't think I will stick to a single attack roll for all characters because things get a little crazy at higher levels. At 20th level a rogue's single sneak attack hit would be 35+4+5=44 damage, if it is assumed the 20th level rogue hits twice on a single roll (instead of twice on three iterative attacks) and the rogue is using two weapons, then a single roll hit would mean 176 damage, and a single roll miss would mean 0 damage. That's a bit extreme. Not only do I not want my players to turn the tide of a battle so easily; I also do not want the monsters/opponents to turn a battle so quickly. At 20th level, I think I will have the flanking rogue roll 4 times, doing 44 damage on a hit. The first two rolls would be at their attack roll -2 for TWF. The second two rolls would be at their attack roll -2 for TWF and -5 for iterative penalty. At 20th level, the two-handed weapon barbarian is not quite as devastating, but he has many more HP, and has a higher attack roll. W/single roll, I'm assuming the barbarian hits 3 times (if I remember right), doing 5 (magic weapon adj) +14 (str bonus x1.5) +4 (rage) +6 (weapon dice) = 29 damage with each weapon strike or 87 damage on a "hit" roll (hit=3 hits). A x3 crit would be 261 damage, so I think I will break the barbarians attack rolls into two rolls at 20th level (and probably before that, maybe starting at 10th level). TWF rogue is certainly vicious... but definitely more vulnerable. Note to self, damage chart may not be multiplying the "magic weapon adj", make adjustments. [/QUOTE]
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