Pages

Wednesday, October 02, 2024

Single attack/damage roll (kubular), but divided in half

I think I discussed that idea at the time, but I didn't write down this exact implementation. Read that post before this one! This method has several advantages over the usual D&D method.

Here is the deal: no more damage rolls.

Just roll 1d20 plus modifiers and subtract AC, then divide by two: this is the total damage (minimum 1).


Modifiers include attack bonus and weapon rating (WR).

WR usually goes from -3 (unarmed) to +3 (heavy 2H-weapon).

A dagger has +0 WR; other weapon are easy to figure out (d6, d8 and d10 become +1, +2, +3).

Improvised weapons, gauntlets, etc, have a WR of -1 or -2.

Lets assume ascending unarmored AC 11 (like BFRPG).

A dagger hit deals an average of 3 damage against unarmored targets, a bit over the original (nice!).

A 2H-sword, OTOH, deals 3.77 damage on a hit, but hits more often than in the original BFRPG; the DPR (damage per round) is about 2.45, a bit HIGHER than the usual 2.25.

What about heavy armor? Say, Plate mail is AC 17 in BFRPG. 

To hurt someone in plate with bare hands, you need a natural 20 (realistically, you'd be more likely to hurt your hand... add some grappling rules to your game!).

A dagger will only deal 1.5 points of damage. 

A 2H sword deals an average of 2.5 damage (originally 4.5), but again the DPR is 0.8, not far form the original (0.9).

I'd definitely combine it with some "armor defeating" rules for maximum effect. E.g., cutting weapons deal 1 point of additional damage if they hit, maces get +2 to-hit against chain or heavier, axes are +1 against everybody, etc.

7 comments:

  1. For monsters, you could alter the multiplier/divisor according to the size of the attacker, e.g. a pixie might divide by three or four, orcs and goblins would use the standard halving, an ogre or other large creature could apply the damage straight up without modification, and truly enormous creatures like giants might double or triple it.

    ReplyDelete
    Replies
    1. That is an interesting idea I hadn't considered.

      So the ogre deals more damage automatically, and giants hit as often as a fighter of similar attack bonus... but when they hit, they hit HARD!

      I like it!

      Delete
  2. As I mentioned in previous discussions, I am prefer chucking more dice around for my 'hero' level play.

    But this simplification works really well to run massed groups with simple tactics. (Think targeted 'All giants throw boulders at front rank-all damage is split across the front liners' vs. 'Volley fire' (damage diffused across the group).

    This idea ties into HP as stamina reasoning for why volley fire 'hits' everyone, for example.

    So I wonder from a 'publication' perspective if it's worth doing your simplified 'single roll' system with an equivalent 'two step' process for us dice goblins who like to chicken as many math rocks as possible.

    ReplyDelete
    Replies
    1. There is a simple way of combining this system with more die-rolling: just add the margin of success as additional dice.

      For example, if you beat AC by 8, you add 1d8 to damage (instead of +4), and so on.

      A fighter with +12 to hit will often be rolling 1d10, 2d8, maybe even the occasional 2d10 against unarmored opponents.

      Delete
    2. I think that would satisfy the dice itch.

      Part of this is also while I am capable of assessing and understanding pure numbers, the physical token aspect of the game is super satisfying.

      (Different type of game, but playing deck engine board games that has one track tokens is much more satisfying than just tracking numbers alone).

      Delete
  3. I also am quite taken with one-roll hit and damage solutions. My scattered thoughts on other variations:

    - With your posted method, arguably simpler to double HP once (or just give max HP per HD), and not need to halve difference each time.

    - Frostgrave method of opposed attack rolls, highest inflicts damage to opponent kubular-style appealing for further speeding combat (fewer turns where no damage is dealt) and giving a sense of 'active defense.'

    - If roll-under acceptable then nice option is d20 roll-under opponent's dAC + your attack bonus (eg. HD) and then damage = natural roll without subtraction. Conducive to resolving fairly large skirmishes - especially if you roll troop vs troop (5-20 combatants) and just tally total damage from hits and apply to opposing side eg roll total 13 damage = 3 HD (4 HP/HD) worth of casualties and 'waste' the remainder.

    ReplyDelete
    Replies
    1. Good points!

      - Not a bad idea at all, just change everyone's HP. You'd probably need to give weapons bigger bonuses to compensate (say, maybe +2 to +5).

      - I like the idea, although we'd have to consider armor too, in addition to active defense. Probably some damage resistance even if you lose.

      - I really like roll-under and get damage immediately. You'd probably need to inflate HP somewhat. Only issue I see is that creatures like giants, etc., might have stats higher than 20.

      Delete