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The randomness of damage rolls

Posted: Sun Mar 29, 2009 8:13 pm
by Saarlander
Hi there folks...

I have some players starting to get really annoyed by the randomness of damage rolls (a problem the former D&Ders among them already had back then), and one of Maliki's post in the "Maxing HD roll" topic just got me thinking about something;

As i'm using a streamlined damage house rule for my game, there always is only ONE damage die for PC weapons, ranging from d4 for light/improvised weapons to d12 for truly huge (almost always two handed) stuff.

We're playing low level (my campaign should actually end around them reaching lvl 5 to 6), and it's really low on magic items (no bonus weapons so far, at all).

Now, Maliki wrote, initially for HD:
Quote:
d4 all 1's are treated as 2's

d6 all 1's and 2's are treated as 3's

d8 all 1-3's are treated as 4's

d10 all 1-4's are treated as 5's

d12 all 1-5's are treated as 6's

My first thought is that, for damage, this would make fights really brutal, for everyone...

But now, if it is used on both sides of the CK screen of course, i'm starting to like it a bit for the gritty feeling this my add to the game, "Hey people, have you seen that HAMMER the Troll whacks around ?! I'm outta here !!" style...

What do you think about this, and has anyone of you already used some house rule enhancing damage average of the like ?
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Posted: Mon Mar 30, 2009 1:50 am
by paladin2019
Near completely random damage rolls take the place of extremely detailed hit locations. Compare 1d8 damage to Phoenix Command's random hit location chart; that chart goes into specific organ damaged and all hits to a specified location deal the same base damage (the 1d8), with a bonus for particularly powerful attacks (str, magic, etc).

So I really have no problem with a system that allows for a minor flesh wound (1 pt on the die), a solid hit (6-8) or "OH MY GODS IT HURTS!!!!!" (12 or more).

Posted: Mon Mar 30, 2009 4:37 am
by jaguar451
I like the idea that there are solid hits (max dmg die) and nicks (1HP.)

To take the 'rondomness' out of it, how about equating damage to the 'to hit' roll? Any hit causes 1 HP of damage, plus 1 HP for every point that your to hit roll is over the minimum (up to the max damage dice for the weapon.)

If you need a 10 to hit and roll a 10, do 1 pt of damage.

If you need a 10 to hit and roll a 20, do up to 11 pts of damage (up to max weapon die.)

(plus strength, master weapon, magic, and other bonus')

Although this could drag things out if al. need a '20' to hit....

Or could use the above value as the min DMG.... To determine damage, roll, and compare the rolled value with the difference between AC and to-hit. Damage is whichever is greater (up to weapon DMG die.)
Quote:
As i'm using a streamlined damage house rule for my game, there always is only ONE damage die for PC weapons, ranging from d4 for light/improvised weapons to d12 for truly huge (almost always two handed) stuff.

I like this as well.

Posted: Mon Mar 30, 2009 10:24 am
by Lord Dynel
I'm with jaguar on this. Sometimes, a "hit" can be a graze. Sometimes, it's a blade to the gut. I like the randomness of combat - I think (without ever truly have been in a lethal melee) that it simulates a battle well.

I can't speak for your players, Saarlander, but I don't think I'd like the system to have static damage rolls - it would be like going from one extreme to the other. If your players ahve a problem with it, that's understandable - keeping your players happy is the main concern.

One thing I thought about while reading this post was perhaps do a "d4" based damage roll. I was thinking something like this:

Dagger: 1d4

Shortsword: 1d4+2

Longsword: 1d4+4

Two-handed Sword: 1d4+6

It would still add some randomness to the battles, but there wouldn't be great amounts of the low rolls...if any. Maximums on some rolls are lower, but averages and lows are much better. I don't know if it's helpful, but it's a thought.
Good Luck!
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Posted: Mon Mar 30, 2009 2:15 pm
by CKDad
This is just the player's natural desire to bring more of the game life under control.

Unfortunately, combat, while not totally random, is chaotic. Randomizing damage is one way in which the game mechanics help to recreate that chaos.
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