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  1. - Top - End - #1
    Pixie in the Playground
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    Apr 2017

    Default Making things deadly (way deadly)

    Alright,

    As a DM I've found that nothing bogs down a game more than long, LLLLLOOOOOONNNNNG combat. I mean, even with powerful magic items, spells and maneuvers, combat is still only so deadly. So, I pondered a solution.

    I came up with a system to advance both the number of damage dice for a particular item, but also advance the dice category (i.e; moving a dagger from d4 to d6.) Using this through magic, materials and type of construction.

    Is anyone else doing this?

    Thus far it has yielded great results. The players are more cautious, and can be taken down just as quickly, while also allowing for the feeling of being more powerful, taking on giants and ogres and such and taking them down in quick fashion, but not too quick.

  2. - Top - End - #2
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: Making things deadly (way deadly)

    Would you like to share the system? And what game is this for?
    I have a LOT of Homebrew!

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  3. - Top - End - #3
    Barbarian in the Playground
     
    Eerie's Avatar

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    Default Re: Making things deadly (way deadly)

    How about this solution:

    Every successful attack deal 1 hp damage. There, no need to calculate damage any more.

    The catch? Every character gets 3 hp. No less, no more.

    Suddenly combat is a lot deadlier.

  4. - Top - End - #4
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: Making things deadly (way deadly)

    Quote Originally Posted by Eerie View Post
    How about this solution:

    Every successful attack deal 1 hp damage. There, no need to calculate damage any more.

    The catch? Every character gets 3 hp. No less, no more.

    Suddenly combat is a lot deadlier.
    Poor solution; fundamentally warps the game in ways the are wholly incompatible with the original image. Anything that depended on being tanky or landing fewer stronger attacks just got drastically weaker, while anything with a miss chance or multiple attacks got far more deadly. A giant octopus is now one of the scariest things in the monster man, while a purple worm and a kobold are about equally threatening. Magic missile is now a stronger spell than disintegrate, which is no better than acid splash. And so on.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  5. - Top - End - #5
    Ettin in the Playground
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    Jun 2015

    Default Re: Making things deadly (way deadly)

    Maybe higher damage increase the likeliness of the attack to be successful.(so a 1 damage attack have a very low probability of working against a high level player while a 5000000000000000^34554 damage attack is likely to succeed against a level 1 character(and somehow the universe is less lethal against low players than before now that a level 1 character can tank the destruction of the universe then being hit by a black hole going at the speed of light(both make the target lose 1 hp)))
    Last edited by noob; 2017-04-13 at 04:48 PM.

  6. - Top - End - #6
    Banned
     
    ClericGuy

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    Aug 2014

    Default Re: Making things deadly (way deadly)

    Make all damage dice explode.

    If you roll the maximum possible on a damage die, pick it up roll it again and add it to the total. If that die comes up the maximum, pick it up roll it again and added to the total. And so forth.

    Even a hit from a kobold with a dagger can fell the mightiest hero.

    Those 10d6 fireballs look scary indeed. 20d6 falls are absolutely terrifying.

  7. - Top - End - #7
    Pixie in the Playground
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    Apr 2017

    Default Re: Making things deadly (way deadly)

    Quote Originally Posted by Malifice View Post
    Make all damage dice explode.

    If you roll the maximum possible on a damage die, pick it up roll it again and add it to the total. If that die comes up the maximum, pick it up roll it again and added to the total. And so forth.

    Even a hit from a kobold with a dagger can fell the mightiest hero.

    Those 10d6 fireballs look scary indeed. 20d6 falls are absolutely terrifying.

    I kinda like that too.

  8. - Top - End - #8
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: Making things deadly (way deadly)

    Quote Originally Posted by Richard369 View Post
    I kinda like that too.
    I think it works fine on weapons, but don't allow it for spells, since those tend to have way too many dice for it to be a balanced mechanic, whereas weapons largely depend on damage bonuses.

    Edit: I don't do this because combat in 5e (what I play) is already super deadly. Most classes have a burst option, and monsters tend to deal enough damage that they don't need one.
    Last edited by Potato_Priest; 2017-04-15 at 11:38 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  9. - Top - End - #9
    Pixie in the Playground
     
    Devil

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    Default Re: Making things deadly (way deadly)

    Just make more realistic combat. For example, you would have damage dice almost entirely dependent on where you hit, with different parts being save or die, (neck) or save or massive debuff (stomach) or just 1d10 - 3 on top of whatever the weapon does. Armor would eliminate the dexterity reflex save or die stuff, but make you far weaker to any sort of electric, fire, or piercing damage, (dealing extra for shrapnel on metal armors) as well as making it more difficult to heal. Then give smarter monsters tactics, and a territory they have advantage on hide, run, search, and any check that can be impaired by terrain.
    The greatest story ever told begins with
    "If you could lend me an eye or two, I would like to tell you a tale, the tale of an industrious rogue..."
    Everything else is an imitation.

  10. - Top - End - #10
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: Making things deadly (way deadly)

    You... really don't need any crazy system-altering stuff. (Especially stuff that makes it harder on poor melee fighters). I've always found that damage spikes pretty quickly in 3.5; the problem isn't so much "it takes ten round to kill this" as it is "one round takes an hour of real-life time."

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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