airwalkrr
Adventurer
I was thinking about the idea of using the average die roll to calculate all hit points and damage rolls. Rolls would still be made for things like skill checks, attacks rolls, saving throws, etc., but the random element in damage would be gone (with the exception of critical hits, which would allow for some variation in damage). It seems like this would save a lot of time and make the game more tactical. Has anyone ever tried this? Are there any really wierd pitfalls one can imagine? The D&D Miniatures game is pretty much like this and it seems to make for quick skirmishes.
For example, a short sword always does 3 points of damage plus the character's Strength modifier. A greatsword always does 7 points of damage plus 1 1/2 the character's Strength modifier. A fireball cast by a 10th-level wizard always does 35 points of damage (17 if a saving throws is made).
For example, a short sword always does 3 points of damage plus the character's Strength modifier. A greatsword always does 7 points of damage plus 1 1/2 the character's Strength modifier. A fireball cast by a 10th-level wizard always does 35 points of damage (17 if a saving throws is made).