The Crimson Binome
Hero
I like a good degree of randomness, which is why I'm strongly in favor of fixed damage.
Rolling for damage, in addition to the attack roll, creates too much randomness. Often, a low damage roll will fail to finish off an enemy, so the entire attack was effectively wasted (since someone else will have to spend an attack to finish them off); except we rolled twice, and applied subtraction to their HP total, in order to find out that nothing actually changed. Or the player will roll on the high end, but the enemy would have died from average damage, so the theoretical benefit of their roll was lost.
Fixed damage keeps combat focused on the interesting randomness (the attack roll), while bypassing a variety of unsatisfying outcomes. It's extremely efficient in terms of maximizing fun per time investment.
Rolling for damage, in addition to the attack roll, creates too much randomness. Often, a low damage roll will fail to finish off an enemy, so the entire attack was effectively wasted (since someone else will have to spend an attack to finish them off); except we rolled twice, and applied subtraction to their HP total, in order to find out that nothing actually changed. Or the player will roll on the high end, but the enemy would have died from average damage, so the theoretical benefit of their roll was lost.
Fixed damage keeps combat focused on the interesting randomness (the attack roll), while bypassing a variety of unsatisfying outcomes. It's extremely efficient in terms of maximizing fun per time investment.