Yitzi

2011-10-01, 11:01 PM

I mentioned a bit back that I had an idea to do this, so here it is. Note that this is not balanced; in particular, effects that boost attack bonus by 10 or more (e.g. True Strike) or allow one to attack vs. touch AC become far more powerful and need nerfing (I'd reduce True Strike to a +8 bonus, and make touch-AC attacks not be affected by this), and a few always-hit monsters (most notably the Tarrasque) become far far more dangerous. There are undoubtedly more balance issues that would need dealing with.

The other disadvantage of the variant is that it ends up potentially requiring a large number of d10 rolls (possibly with the order mattering), which is ok in play-by-post games (or when one has access to a script designed to make large numbers of rolls like that), but can slow things down in other situations.

The advantage, of course, is that AC is no longer irrelevant. Furthermore, attack bonus and AC are uniformly relevant regardless of target or attacker: Each point of attack bonus is equivalent to a +10% increase to damage, and each point of AC is equivalent to decreasing damage by one-eleventh.

And now for the actual variant:

1. Remove the natural-20-always-hits rule and criticals; this variant replaces them both. Natural 1 still always misses. (This also makes critical ranges and multipliers irrelevant, which can be rebalanced or not, as you choose.)

2. Base AC is 18, rather than 10. So everyone's AC goes up by 8.

3. If you roll a result less than your opponent's AC, you don't automatically miss. Instead, roll a d10 for each point you're "under". If any of the rolls comes up 1, you missed. Otherwise, you hit.

4. If you roll a result more than your opponent's AC, you have a chance to crit. Roll a d10 for each point you're over, and the order does matter. Each time you get a 10 or higher, double the damage, including bonus damage dice (as usual, two doublings equals a tripling and so on), and also get a +1 bonus to all future "critical dice" for this attack. With enough dice and a high enough bonus, you might get a 20 or higher; if so, double the damage and get a +1 bonus on future dice for each full 10 points of the die.

The other disadvantage of the variant is that it ends up potentially requiring a large number of d10 rolls (possibly with the order mattering), which is ok in play-by-post games (or when one has access to a script designed to make large numbers of rolls like that), but can slow things down in other situations.

The advantage, of course, is that AC is no longer irrelevant. Furthermore, attack bonus and AC are uniformly relevant regardless of target or attacker: Each point of attack bonus is equivalent to a +10% increase to damage, and each point of AC is equivalent to decreasing damage by one-eleventh.

And now for the actual variant:

1. Remove the natural-20-always-hits rule and criticals; this variant replaces them both. Natural 1 still always misses. (This also makes critical ranges and multipliers irrelevant, which can be rebalanced or not, as you choose.)

2. Base AC is 18, rather than 10. So everyone's AC goes up by 8.

3. If you roll a result less than your opponent's AC, you don't automatically miss. Instead, roll a d10 for each point you're "under". If any of the rolls comes up 1, you missed. Otherwise, you hit.

4. If you roll a result more than your opponent's AC, you have a chance to crit. Roll a d10 for each point you're over, and the order does matter. Each time you get a 10 or higher, double the damage, including bonus damage dice (as usual, two doublings equals a tripling and so on), and also get a +1 bonus to all future "critical dice" for this attack. With enough dice and a high enough bonus, you might get a 20 or higher; if so, double the damage and get a +1 bonus on future dice for each full 10 points of the die.