Post by Mike on Jan 30, 2012 0:21:32 GMT -6
Hi folks,
I'm using WhiteBox as my base rules but borrowing heavily from LBBs and Chainmail.
I'd like hit dice to represent something more than just hit points and I'm considering this alternative:
After a mêlée hit is confirmed, damage is determined by rolling a number of dice equal to the attacker’s HD but only the highest single die is considered. Any plus the character has is also included in the total. A first level fighter (1+1 HD) would roll one die and add one point to the total to determine damage.
Where the player of a Fighting-man rolls two or more dice and 2 or more sixes result, a second attack is made using the d20 to confirm a second hit. When calculating damage for the second hit, roll one less hit die. High level characters and monsters with large reserves of hit dice can sometimes link several successful attacks together, decimating lesser foes.
My reasons so far:
- Maximum damage of 6 or 7 points increasingly weighted towards the top of the scale as play progresses
- More HD grants the opportunity for multiple attacks without it being a given (even an ancient dragon might only roll one or no sixes)
- More HD equates to the potential for more damage - you keep rolling to hit as long as your damage roll includes 2 or more sixes, you just roll one less HD each successful hit
Advice please:
- Should the extra attacks be limited to fighting-men? In AD&D I believe multiple attacks are restricted to fighters and their subclasses but in Chainmail, heroes get multiple attacks whatever their stripe?
- High HD will almost always score the maximum damage, is this good, bad or irrelevant?
- I'm not proposing to apply this system to missile fire, archers are at less risk and have multiple attacks with the right weapons already; should I re-think?
Many thanks in advance folks...
I'm using WhiteBox as my base rules but borrowing heavily from LBBs and Chainmail.
I'd like hit dice to represent something more than just hit points and I'm considering this alternative:
After a mêlée hit is confirmed, damage is determined by rolling a number of dice equal to the attacker’s HD but only the highest single die is considered. Any plus the character has is also included in the total. A first level fighter (1+1 HD) would roll one die and add one point to the total to determine damage.
Where the player of a Fighting-man rolls two or more dice and 2 or more sixes result, a second attack is made using the d20 to confirm a second hit. When calculating damage for the second hit, roll one less hit die. High level characters and monsters with large reserves of hit dice can sometimes link several successful attacks together, decimating lesser foes.
My reasons so far:
- Maximum damage of 6 or 7 points increasingly weighted towards the top of the scale as play progresses
- More HD grants the opportunity for multiple attacks without it being a given (even an ancient dragon might only roll one or no sixes)
- More HD equates to the potential for more damage - you keep rolling to hit as long as your damage roll includes 2 or more sixes, you just roll one less HD each successful hit
Advice please:
- Should the extra attacks be limited to fighting-men? In AD&D I believe multiple attacks are restricted to fighters and their subclasses but in Chainmail, heroes get multiple attacks whatever their stripe?
- High HD will almost always score the maximum damage, is this good, bad or irrelevant?
- I'm not proposing to apply this system to missile fire, archers are at less risk and have multiple attacks with the right weapons already; should I re-think?
Many thanks in advance folks...