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Would It Break The Game If...: Weapon Damage
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<blockquote data-quote="airwalkrr" data-source="post: 5525379" data-attributes="member: 12460"><p>For some of my players, even those who have been playing for a couple of years, there is a tendency to reach for the right dice. I know it probably sounds silly to those of us who live and breathe gaming, but a lot of my players are casual gamers who don't get really heavily into the nitty-gritty rules and still think a d8 looks a lot like a d10. Sometimes I just let it slide if they roll the wrong die and its a positive result in the interest of moving things along, but I've been thinking about a simplified damage dice system. It's really easy to understand. Here it goes.</p><p></p><p>All damage dice are d6s. Here is how the conversion works.</p><p>If its a d2, then roll a d6 and divide by 3, rounding up.</p><p>If its a d3, then roll a d6 and divide by 2, rounding up.</p><p>If its a d4, then roll a d6 - 1 (minimum 1).</p><p>If its a d6, no change.</p><p>If its a d8, then roll a d6 + 1.</p><p>If its a d10, then roll a d6 + 2.</p><p>If its a d12, then roll a d6 + 3.</p><p></p><p>This results in the same mathematical average for all dice except the d4, which is slightly better (2.67 over the d4's average of 2.5). So players will be dealing the same amount of damage on average, and as a side result will also be dealing more consistent damage. I consider this side result to be a net benefit because anything that reduces randomness in the game generally benefits the PCs.</p><p></p><p>On the other hand, this might make it less likely for certain weapons to overcome DR. The greataxe has a chance (2 in 12) of getting high enough on the die roll alone to overcome DR 10. But with this system, the greataxe is simply incapable of doing so without a critical hit unless a Str modifier or magical enhancement bonus is being applied. This is the only situation in which I can think of currently that would negatively effect the players.</p><p></p><p>I am thinking perhaps the benefit of more consistent damage is a wash with the reduced possibility in some corner cases to overcome DR. And with the overall result of allowing the use of only two dice, 1) the d20 for attacks, skills, and saving throws and 2) the d6 for damage (including spells), this could overall be a good thing for my group.</p><p></p><p>What do you think? And more specifically what areas of the game might this affect that I am not thinking about?</p><p></p><p>Note: I don't expect this to work for every group. I've played with veteran D&D players before who know their dice inside and out and never reach for the wrong dice. This variant isn't for them. It's for more casual groups like my current one.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5525379, member: 12460"] For some of my players, even those who have been playing for a couple of years, there is a tendency to reach for the right dice. I know it probably sounds silly to those of us who live and breathe gaming, but a lot of my players are casual gamers who don't get really heavily into the nitty-gritty rules and still think a d8 looks a lot like a d10. Sometimes I just let it slide if they roll the wrong die and its a positive result in the interest of moving things along, but I've been thinking about a simplified damage dice system. It's really easy to understand. Here it goes. All damage dice are d6s. Here is how the conversion works. If its a d2, then roll a d6 and divide by 3, rounding up. If its a d3, then roll a d6 and divide by 2, rounding up. If its a d4, then roll a d6 - 1 (minimum 1). If its a d6, no change. If its a d8, then roll a d6 + 1. If its a d10, then roll a d6 + 2. If its a d12, then roll a d6 + 3. This results in the same mathematical average for all dice except the d4, which is slightly better (2.67 over the d4's average of 2.5). So players will be dealing the same amount of damage on average, and as a side result will also be dealing more consistent damage. I consider this side result to be a net benefit because anything that reduces randomness in the game generally benefits the PCs. On the other hand, this might make it less likely for certain weapons to overcome DR. The greataxe has a chance (2 in 12) of getting high enough on the die roll alone to overcome DR 10. But with this system, the greataxe is simply incapable of doing so without a critical hit unless a Str modifier or magical enhancement bonus is being applied. This is the only situation in which I can think of currently that would negatively effect the players. I am thinking perhaps the benefit of more consistent damage is a wash with the reduced possibility in some corner cases to overcome DR. And with the overall result of allowing the use of only two dice, 1) the d20 for attacks, skills, and saving throws and 2) the d6 for damage (including spells), this could overall be a good thing for my group. What do you think? And more specifically what areas of the game might this affect that I am not thinking about? Note: I don't expect this to work for every group. I've played with veteran D&D players before who know their dice inside and out and never reach for the wrong dice. This variant isn't for them. It's for more casual groups like my current one. [/QUOTE]
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