Ken Murikumo
2016-08-23, 11:33 AM
Hey folks!
Just looking for input on something i came up with recently. It's going to be implemented in my next game unless you guys can foresee the system crashing and burning.
Anyways: The core of this system is that you don't roll damage die, instead you take average rounding up (d4 is 3, d6 is 4, and so on). You would also calculate minimum and maximum damage on things. The end result would be like following: a martial using a greatsword with an 18 strength would have damages like 6 for minimum (poor), 12 for average (normal), and 16 for maximum (great).
Now, for what to do with those number:
Instead of getting a flat +10 to your AC, you instead roll a d20. So a normal attack becomes an opposed roll. If the attacker just manages to beat the enemies AC he deals minimum (poor) damage. If the attack is more than 5 over the enemies AC he deals average (normal) damage. If it's over 10, then maximum (great) damage.
Spells will follow the same rule, but for instead of AC, it's saving throws. Severely failing a saving throw will deal max damage. just barely failing it will yield minimum damage.
I know this will not solve all problems as far as combat speed is concerned, but i think it will mitigate time spent counting dice and adding all bonuses & die together.
So again, just looking for input: Good, bad; doesn't matter as long as it's constructive!
Just looking for input on something i came up with recently. It's going to be implemented in my next game unless you guys can foresee the system crashing and burning.
Anyways: The core of this system is that you don't roll damage die, instead you take average rounding up (d4 is 3, d6 is 4, and so on). You would also calculate minimum and maximum damage on things. The end result would be like following: a martial using a greatsword with an 18 strength would have damages like 6 for minimum (poor), 12 for average (normal), and 16 for maximum (great).
Now, for what to do with those number:
Instead of getting a flat +10 to your AC, you instead roll a d20. So a normal attack becomes an opposed roll. If the attacker just manages to beat the enemies AC he deals minimum (poor) damage. If the attack is more than 5 over the enemies AC he deals average (normal) damage. If it's over 10, then maximum (great) damage.
Spells will follow the same rule, but for instead of AC, it's saving throws. Severely failing a saving throw will deal max damage. just barely failing it will yield minimum damage.
I know this will not solve all problems as far as combat speed is concerned, but i think it will mitigate time spent counting dice and adding all bonuses & die together.
So again, just looking for input: Good, bad; doesn't matter as long as it's constructive!