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<blockquote data-quote="A'koss" data-source="post: 1972984" data-attributes="member: 840"><p>Interesting... I may have to investigate...</p><p></p><p>Indeed...</p><p></p><p>We actually tried that in our LM game for a while but because Base 10 is so nice to work with we found it better to create a similar result through other means. For example, let's say you have a "Crit Enhancement" value of +5. If you roll a critical hit (+10 or more above the minimum), you get an additional +5 attack bonus towards the critical hit. So if you rolled 15 above the min you needed - you get a "double" critical as though you rolled 20 above. That way you're not having to juggle odd numbers in play keeping it quick. And when you're getting into the really high level play... quick is good.</p><p> </p><p>Now on today's 4th edition wish list...</p><p> </p><p><em>Die Progression...</em> This are one of those suggestions that has both some nice benefits and some negative reprocussions. One thing that continues to irk me somewhat in 3e is the fact that there are no grazes from high level attackers and their huge damage modifiers allow for little range in damage. We tested a rule in our LM game whereby every +1 to damage increased the damage die rather than a straight modifier. Here's the die progression we used:</p><p> </p><p>1 - 1d2 - 1d3 - 1d4 - 1d6 - 1d8 - 1d10 - 1d12 - 1d8+1d6 - 2d8 - 1d10+1d8 - 2d10 - 1d12+1d10 - 2d12 - 1d10+2d8 - 2d10+1d8 - 3d10 - 1d12+2d10...</p><p> </p><p>For example, if you had a Fighter with a 20 Strength (+5), Weapon Focus (+1) and a +3 longsword (base 1d8, +3), he'd have a total of +9 damage modifier. So the Fighter would inflict 1d10+2d8 (3-26, Avg. 14.5) damage per blow. That gives you some greater variability in damage, a chance for some grazing wounds to occur and our group found it a lot of fun.</p><p> </p><p>The flipside of course is that with greater variability in damage means less predictability and that generally favors the monsters in the long run. But since I made a point earlier that I would definitely be looking to increase the survivability of characters (particularly at higher levels) it should work out alright.</p><p> </p><p><em>Damage Reduction...</em> One of the benefits of the die progression scheme is that if you want powerful monsters to have DR - just say that they reduce the damage die you inflict. For example, a dragon has say... DR 4. The fighter in the first example would now reduce his damage by 4 steps against the dragon <em>if he could not bypass it</em>. Now he's inflicting 1d10+1d8 damage per blow. It has a certain elegance to it I like and it gets around problems where weaker attackers can't inflict any kind of damage because of a high static DR modifier.</p><p> </p><p> </p><p>That's good for today methinks...</p><p> </p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="A'koss, post: 1972984, member: 840"] Interesting... I may have to investigate... Indeed... We actually tried that in our LM game for a while but because Base 10 is so nice to work with we found it better to create a similar result through other means. For example, let's say you have a "Crit Enhancement" value of +5. If you roll a critical hit (+10 or more above the minimum), you get an additional +5 attack bonus towards the critical hit. So if you rolled 15 above the min you needed - you get a "double" critical as though you rolled 20 above. That way you're not having to juggle odd numbers in play keeping it quick. And when you're getting into the really high level play... quick is good. Now on today's 4th edition wish list... [i]Die Progression...[/i] This are one of those suggestions that has both some nice benefits and some negative reprocussions. One thing that continues to irk me somewhat in 3e is the fact that there are no grazes from high level attackers and their huge damage modifiers allow for little range in damage. We tested a rule in our LM game whereby every +1 to damage increased the damage die rather than a straight modifier. Here's the die progression we used: 1 - 1d2 - 1d3 - 1d4 - 1d6 - 1d8 - 1d10 - 1d12 - 1d8+1d6 - 2d8 - 1d10+1d8 - 2d10 - 1d12+1d10 - 2d12 - 1d10+2d8 - 2d10+1d8 - 3d10 - 1d12+2d10... For example, if you had a Fighter with a 20 Strength (+5), Weapon Focus (+1) and a +3 longsword (base 1d8, +3), he'd have a total of +9 damage modifier. So the Fighter would inflict 1d10+2d8 (3-26, Avg. 14.5) damage per blow. That gives you some greater variability in damage, a chance for some grazing wounds to occur and our group found it a lot of fun. The flipside of course is that with greater variability in damage means less predictability and that generally favors the monsters in the long run. But since I made a point earlier that I would definitely be looking to increase the survivability of characters (particularly at higher levels) it should work out alright. [i]Damage Reduction...[/i] One of the benefits of the die progression scheme is that if you want powerful monsters to have DR - just say that they reduce the damage die you inflict. For example, a dragon has say... DR 4. The fighter in the first example would now reduce his damage by 4 steps against the dragon [i]if he could not bypass it[/i]. Now he's inflicting 1d10+1d8 damage per blow. It has a certain elegance to it I like and it gets around problems where weaker attackers can't inflict any kind of damage because of a high static DR modifier. That's good for today methinks... Thoughts? [/QUOTE]
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