GravyFingerz
Gravymancer
So, while I work during the day, I use the time I spend mind-numbingly typing at the computer prompt to think about d20 mechanics, rules, and etc. One day, I came upon this idea. I kept thinking about it and fleshing it out, and well, I'd like to introduce it. The idea behind the system is that your skill matters more than the weapon you wield. I'd like to use a quote to demonstrate; from Conan the Barbarian no less:
"THAT is STRENGTH, THAT is power boy! What good is Steel without the hand that wields it!" -Thulsa Doom
BASICS: Each character receives a base damage die based on their size; small characters have a d4, medium characters have a d6, and large characters have a d8. When the character scores a successful hit, he adds the following modifiers to his base damage die result:
1) The average damage of the weapon he is using (compute the average damage of a weapon based on it's size; a greatsword has a modifier of +7 for a medium character, for example)
2) The difference of the attacker's attack result and the defenders Armor Class
3) An additional bonus to damage based on Strength if the weapon is wielded two-handed (equal to the attackers Strength bonus * 0.5, rounded up)
4) Any misc. damage modifiers.
Critical threat ranges and multipliers do not change. If you score a critical hit, calculate the bonus damage based on your attack roll as if you rolled a 20. To demonstrate:
EXAMPLE 1: A 1st level fighter wielding a rapier, with weapon finesse, Dex 16, and weapon focus with the rapier. He has a attack bonus of +5 with the rapier and does 1d6+3 base damage with it. His opponent has an AC of 16. If he rolls a 19 and then rolls an 18, he just critted. His damage difference is +9 (25 - 16), making his damage 1d6+12. Doubled is 2d6+24.
You will notice the immediate side effects:
1) Attacks tend to deal more damage. While the random result is played down in the actual damage roll, it is much more random due to the damage bonus due to the attack bonus difference.
2) Attack bonuses and penalties play a bigger roll than before, as a bonus to hit means more damage, as well as a penalty means less damage
3) There is less variation in weapon damages
4) Many weapons which have low damages are better because of the diminished damage gradient; finesse weapons now do damage on par with strength weapons (since the dex bonus to hit also means dex bonus to damage). Ranged weapons also receive bonus damage based on Dex.
5) Power Attack needs to be adjusted; I suggest giving a +2 to damage for each -1 to hit taken (+3 if the weapon is wielded two-handed).
6) ACs maybe a bit low, which means more damage on average; I suggest using the Defense Bonus to AC variant in Unearthed Arcana, or some similar system. I also suggest using the Armor DR variant from Unearthed Arcana; but instead of using half the armor bonus to calculate DR, use the whole bonus, since damage will be higher.
7) Critical hits deal more damage.
For consideration:
1) If an effect gives an equal bonus to hit and damage, alter it so that it only gives a bonus to hit, so as not to double add. For example, a +3 sword only bestows a +3 to hit.
2) If an effect gives two different values for attack and damage bonuses, use both if the damage bonus is greater (and only the difference between the attack bonus and the damage bonus, not the whole bonus), or ignore it if the damage bonus is lesser. If the damage bonus is expressed in dice, use it.
3) Many very small attackers will do more damage than one would think, since they receive the size modifier to hit and AC. Despite the size modifier penalizing to hit and AC, large attackers will still deal lots of damage.
4) Consider giving a set amount of bonus hit points to PCs, because of the increased damage. I suggest Hackmaster style, with a 20 point kicker
SPELLS
Rays and touch spells also fall under this damage system. The base damage dice of the spell is based on it's level, and it's average damage is calculated as normal (taking into account factors such as caster level).
LVL/DMG Dice
0/0
1/1
2/1d2
3/1d3
4/1d4
5/1d6
6/1d8
7/2d6
8/3d6
9/4d6
EXAMPLE 2: A 3rd level wizard is casting scorching ray. He has a Dex of 12 and no special feats in this example. The base damage dice of the spell is 1d3. A scorching ray deals 4d6 damage; this damage averaged is +14. He shoots a ray at a goblin with an AC of 14; his attack bonus is +2. He rolls a 15 and deals 1d3 + 14 + 3.
EXAMPLE 3: A 20th level wizard with 22 Dex and Weapon Focus (Ray) shoots a scorching ray at a goblin with an AC of 14. He rolls a 15, which gives a damage bonus of +18, plus the normal 1d3+14.
VARIANTS
As Glass suggested in his post, you could remove the base damage die, since the attack roll damage bonus is in effect the randomizer of the whole equation. A good suggestion, one which I'll be playtesting.
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That's it so far. I believe I've covered quite a bit of ground. If I remember anything or think of anything else, I'll post it here. Comments and critiques are welcome as always, just looking for feedback. If you wanna use it, just remember Talath made it
Note, I haven't playtested it, this is just something that's been swimming in my head. I do intend to try it out; if you do it for me, it saves me the trouble
"THAT is STRENGTH, THAT is power boy! What good is Steel without the hand that wields it!" -Thulsa Doom
BASICS: Each character receives a base damage die based on their size; small characters have a d4, medium characters have a d6, and large characters have a d8. When the character scores a successful hit, he adds the following modifiers to his base damage die result:
1) The average damage of the weapon he is using (compute the average damage of a weapon based on it's size; a greatsword has a modifier of +7 for a medium character, for example)
2) The difference of the attacker's attack result and the defenders Armor Class
3) An additional bonus to damage based on Strength if the weapon is wielded two-handed (equal to the attackers Strength bonus * 0.5, rounded up)
4) Any misc. damage modifiers.
Critical threat ranges and multipliers do not change. If you score a critical hit, calculate the bonus damage based on your attack roll as if you rolled a 20. To demonstrate:
EXAMPLE 1: A 1st level fighter wielding a rapier, with weapon finesse, Dex 16, and weapon focus with the rapier. He has a attack bonus of +5 with the rapier and does 1d6+3 base damage with it. His opponent has an AC of 16. If he rolls a 19 and then rolls an 18, he just critted. His damage difference is +9 (25 - 16), making his damage 1d6+12. Doubled is 2d6+24.
You will notice the immediate side effects:
1) Attacks tend to deal more damage. While the random result is played down in the actual damage roll, it is much more random due to the damage bonus due to the attack bonus difference.
2) Attack bonuses and penalties play a bigger roll than before, as a bonus to hit means more damage, as well as a penalty means less damage
3) There is less variation in weapon damages
4) Many weapons which have low damages are better because of the diminished damage gradient; finesse weapons now do damage on par with strength weapons (since the dex bonus to hit also means dex bonus to damage). Ranged weapons also receive bonus damage based on Dex.
5) Power Attack needs to be adjusted; I suggest giving a +2 to damage for each -1 to hit taken (+3 if the weapon is wielded two-handed).
6) ACs maybe a bit low, which means more damage on average; I suggest using the Defense Bonus to AC variant in Unearthed Arcana, or some similar system. I also suggest using the Armor DR variant from Unearthed Arcana; but instead of using half the armor bonus to calculate DR, use the whole bonus, since damage will be higher.
7) Critical hits deal more damage.
For consideration:
1) If an effect gives an equal bonus to hit and damage, alter it so that it only gives a bonus to hit, so as not to double add. For example, a +3 sword only bestows a +3 to hit.
2) If an effect gives two different values for attack and damage bonuses, use both if the damage bonus is greater (and only the difference between the attack bonus and the damage bonus, not the whole bonus), or ignore it if the damage bonus is lesser. If the damage bonus is expressed in dice, use it.
3) Many very small attackers will do more damage than one would think, since they receive the size modifier to hit and AC. Despite the size modifier penalizing to hit and AC, large attackers will still deal lots of damage.
4) Consider giving a set amount of bonus hit points to PCs, because of the increased damage. I suggest Hackmaster style, with a 20 point kicker

SPELLS
Rays and touch spells also fall under this damage system. The base damage dice of the spell is based on it's level, and it's average damage is calculated as normal (taking into account factors such as caster level).
LVL/DMG Dice
0/0
1/1
2/1d2
3/1d3
4/1d4
5/1d6
6/1d8
7/2d6
8/3d6
9/4d6
EXAMPLE 2: A 3rd level wizard is casting scorching ray. He has a Dex of 12 and no special feats in this example. The base damage dice of the spell is 1d3. A scorching ray deals 4d6 damage; this damage averaged is +14. He shoots a ray at a goblin with an AC of 14; his attack bonus is +2. He rolls a 15 and deals 1d3 + 14 + 3.
EXAMPLE 3: A 20th level wizard with 22 Dex and Weapon Focus (Ray) shoots a scorching ray at a goblin with an AC of 14. He rolls a 15, which gives a damage bonus of +18, plus the normal 1d3+14.
VARIANTS
As Glass suggested in his post, you could remove the base damage die, since the attack roll damage bonus is in effect the randomizer of the whole equation. A good suggestion, one which I'll be playtesting.
----------------------------------------------------------------------------------------
That's it so far. I believe I've covered quite a bit of ground. If I remember anything or think of anything else, I'll post it here. Comments and critiques are welcome as always, just looking for feedback. If you wanna use it, just remember Talath made it

Note, I haven't playtested it, this is just something that's been swimming in my head. I do intend to try it out; if you do it for me, it saves me the trouble

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