Using Average Damage and HP

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).
 

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It would make things a bit more tactical, but take out some of the mystery, and might cause problems with DR (Things that normaly have a chance of penetrating DR may not).

I enjoy not knowing if a monster hit for max, min, or whatever. But I don't see it as a potential game unbalancer.
 

I often use average results for the monsters and NPCs when there are many dice involved (i.e. a fireball cast by a 10th level caster), just because it speeds up play. Heck, I use averaging dice sometimes to try to get middle-values when it seems appropriate (i.e. 6-sided dice with 2, 3, 3, 4, 4, 5 instead of the usual).

Otherwise, I think Bront has it right--there are perhaps too many cases where average will get snuffed out by things like DR. (But, if you like the idea that a short sword wielded by an guy with a 13 Str shouldn't be able to hurt someone with DR 5, but that some hulk of a guy with an 18 Str and a greatsword should be able too, well, then, averaging may be the way to go.)

Dave
 

Another pitfall is how you round. I'd round up on the first die instead of down. Otherwise, a Greatsword now is a better weapon than a Greataxe statisticly (does 7 vs 6 dmg)
 

The game would become even more focused on modifiers (if that wasn't possible before), as they would be the factor that could really determine an edge in combat - especially in instances like the afformentioned DR situations.
 

Bront said:
Another pitfall is how you round. I'd round up on the first die instead of down. Otherwise, a Greatsword now is a better weapon than a Greataxe statisticly (does 7 vs 6 dmg)
A great sword already is better statistically (+.5 damage over a greataxe). Its just even better under this system (+1 damage over greataxe). I would definitley make them both deal the same the damage if I were to use average damage for everything (I do normally anyway, but thats beside the point).
 

The DR is something I hadn't considered, but it does not strike me as much of a problem. PCs can still injure such creatures with critical hits most likely, plus there is always sneak attack, power attack, bull's strength, etc.

I am not really that concerned about the fact that modifiers would be more important though. It seems to me that modifiers already drive the 3e system more than anything. This is just taking the natural next step.

One thing I am worried about is the fact that players usually like to roll damage, and in this system that is lost. Maybe it would not be a problem though. Thoughts?
 


I was about to comment the same way. This sounds a bit like True20s damage system. I like it, for some groups but not for others.

I do enjoy having a set damage and concentrating on other elements of the game to speed it up.

But some of my players just love dice hitting the table. For my D and D game I stick to the traditionals with everything but multiple hits. If a player has multiple attacks and is a slow counter I average up every attack after their first and add it to theri initial attack. But for my more roleplay type games, I use only the true20 system which lets me speed things along and not concentrate too much on the random elements
 

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