Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What's your ideal Fighter damage ratio?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chris_Nightwing" data-source="post: 6068865" data-attributes="member: 882"><p>Hm, a tough question. My first thought was to weigh strength and weapon choice equally, and have them modulated by skill. Consider a master and an apprentice swordsman of equal strength - the master knows his weapon better, and knows his own strength better and so gets better use of both. Consider two apprentices, one stronger than the other, I feel the stronger ought to have an edge in a trade of blows. Similarly if two apprentices fight longsword against greatsword, there's a clear winner in damage terms (sans shield at least, they need more respect). If two masters fight with either of these differences, I think the disparity between the two would be greater than that between the apprentices. If a weaker master fights a stronger apprentice, they still should win - I am seeing skill as an important factor.</p><p></p><p>So I would say that your damage output ought to be your weapon plus your strength (or your weapon sans strength if strength allows access to heavier weapons), multiplied by a skill factor. This might lead to quite big jumps in damage however when you increase your skill. If you were only adding the dice then it would be less abrupt, since your damage would be a distribution, so I'd prefer strength allowing access to heavier weapons, or perhaps acting as a number you add to each dice, capped by the dice maximum.</p><p></p><p>PS: Let's reduce HP all round to prevent 100 damage hits please <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6068865, member: 882"] Hm, a tough question. My first thought was to weigh strength and weapon choice equally, and have them modulated by skill. Consider a master and an apprentice swordsman of equal strength - the master knows his weapon better, and knows his own strength better and so gets better use of both. Consider two apprentices, one stronger than the other, I feel the stronger ought to have an edge in a trade of blows. Similarly if two apprentices fight longsword against greatsword, there's a clear winner in damage terms (sans shield at least, they need more respect). If two masters fight with either of these differences, I think the disparity between the two would be greater than that between the apprentices. If a weaker master fights a stronger apprentice, they still should win - I am seeing skill as an important factor. So I would say that your damage output ought to be your weapon plus your strength (or your weapon sans strength if strength allows access to heavier weapons), multiplied by a skill factor. This might lead to quite big jumps in damage however when you increase your skill. If you were only adding the dice then it would be less abrupt, since your damage would be a distribution, so I'd prefer strength allowing access to heavier weapons, or perhaps acting as a number you add to each dice, capped by the dice maximum. PS: Let's reduce HP all round to prevent 100 damage hits please :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What's your ideal Fighter damage ratio?
Top