Post by waysoftheearth on Jul 8, 2012 3:12:15 GMT -6
It has been a while since my last "missive", so please excuse the length of what follows... I tend to get carried away with this stuff 
In Original D&D, the alternative combat system treats all weapons equally. With the exception of spears charging/set against a charge, all weapons deal 1-6 hit points of damage on a successful hit.
Greyhawk soon introduced Variable Weapon Damage, however, and it has been an iconic feature of D&D's combat system in every edition since.
The principle mechanism of variable weapon damage is simple and intuitive; bigger weapons roll larger damage die. I.e., 1d4 for daggers, 1d6 for maces, 1d8 for swords, 1d10 for two-handed swords, and so on. This works brilliantly, and is (presumably) still employed by almost all D&D players today.
But, perhaps? rather awkwardly, Greyhawk (and AD&D) also specify a second mechanism; the weapon type versus armour type attack adjustments. This is more subtle but the basic premise is that if a weapon hits more (or less) frequently, it deals more (or less) damage over time.
This effect is achieved by a complicated table of adjustments to attack rolls versus each armour type. Unfortunately, this is hard to use, and armour type data was never formally supplied for monsters. This is probably why the second mechanism tends to be ignored by a majority of players.
What does it Mean for OD&D Players?
Yes, we know all that, but how is it useful to us OD&D players?
It may not be "useful", but one possibility is to look at the oft discarded second mechanic as a way to achieve variable weapon damage without discarding OD&D's classic 1-6 hit points of damage per hit.
Firstly, let's see what variable weapon damage actually means to the players in terms of possible damage caused.
Variable Damage by Damage Die
In OD&D, average damage per hit is 3.5 hit points regardless of weapon type.
Considering only variations in damage die introduced with variable weapon damage:
* In GH the average damage per hit is increased to 3.9 hit points, with individual weapons ranging from 2.5 (dagger) to 5.5 (halberd, two-handed sword).
* In AD&D the average damage was again raised to 4.1 hit points per hit, with individual weapons now ranging from 2.5 (dagger, sling) to 6 (lance).

Variable Damage by Damage Die AND Attack Adjustment
Now, let's factor in the weapon versus armour type adjustments.
This is more complicated, because we now need to consider the probability of a hit versus any armour type along with the damage caused by a hit. The following analysis assumes that all armour types are encountered equally frequently (which may or may not actually be so in any given game).
In OD&D, average damage per round is 1.3 hit points regardless of weapon type (assuming the hit/miss probabilities of a 1st-3rd level fighter).
Considering (for the same hit probabilities) variations in damage die and weapons vs armour adjustments introduced with variable weapon damage:
* In Greyhawk, the average damage per round was increased to 1.5 hit points without weapon vs armour adjustments, or 1.63 hit points with them. Individual weapons range in effectiveness from 0.86 hit points per round (hppr) (dagger) to 2.65 hppr (two-handed sword), a threefold range.
* In AD&D, the average damage per round increased again to 1.54 hit points without weapon vs armour adjustments, or 1.7 hit points with them. The dagger is still the overall least effective weapon at 0.86 hppr, while the two-handed sword is down marginally to 2.58 hppr. However, the lance has been raised to 2.7 hppr, and the morning star now surpasses all other one-handed weapons at 2.16 hppr (flails being the next best at 1.97 hppr, followed by swords at 1.94 hppr).

So, for all their rich detail and complexity, the weapons vs armour adjustments add (on average) 9% to damage scored per round in Greyhawk, and 11% to damage scored per round in AD&D. Individual weapons will differ, of course, and that is the possible value of the system. Experience has shown that players tend not to tax themselves with this, however.
Err, yeah? And?
So, getting back to the point of this post; what does it all mean for OD&D players?
It means that a system of attack adjustments can be used to produce variable weapon damage while retaining the classic 1-6 hit points of damage per successful hit.
Put simply, OD&D weaponry can "scaled" to match the relative threat levels they represent according to Greyhawk, or AD&D, or whatever scheme is desired.
A theoretical "average" weapon deals 1.31 hppr in OD&D, while the same weapon deals 1.63 hppr in Greyhawk, or 1.7 hppr in AD&D. From here, weapon effectiveness can be scaled up or down (as appropriate) by applying attack roll adjustments.
For example, a very close match to Greyhawk's or AD&D's hit points per round is achieved with the following attack roll adjustments and 1d6 damage per hit:

1/2 adjustments represent a +1 (or -1) adjustment versus opponents with shields, but no adjustment to those without.
Further Extrapolations
Now that we have the basis of a variable weapon damage system by attack adjustments only, we can apply whatever level of gamesmanship we desire.
For example, I can hardly resist "correcting" several perceived flaws in the official system, including flails (which arguably never existed historically), and morning stars (which would not have been the best weapon available if their relative scarcity is indicative)!
Moreover, I would prefer that weaponry exclusive to fighters be "better" than weaponry usable by the other classes. This is very nearly so in any case, only requiring minor corrections to the clerical weaponry.
Of the clerical weaponry (staff, hammer, mace, flail, war hammer), the flail seems overrated, but this may be balanced by the fact that only a single man can fight in a 10ft wide passage. Similarly, the spear may seem underrated, but this may be balanced by the fact that three men can fight abreast in a 10ft wide passage, with others possibly attacking from rearward ranks also.
Considering its widespread adoption, the battle axe also seems sadly underrated. Personally, I would switch the modifiers for flails and battle axes, and be done with it.
All of the numbers above are mathematically "factual" (barring errors), being derived directly from those given in the various D&D editions. What follows, however, is pure authorship. You may disregard it at your whim...
So, in light of the above arcana, my "grand *cough* solution" for variable weapon damage in OD&D would look something like this:

All on paper, of course, seeing as I haven't had a chance to actually test it in play! If anyone does give it a go, I would be interested to hear how it turns out.
Enjoy

In Original D&D, the alternative combat system treats all weapons equally. With the exception of spears charging/set against a charge, all weapons deal 1-6 hit points of damage on a successful hit.
Greyhawk soon introduced Variable Weapon Damage, however, and it has been an iconic feature of D&D's combat system in every edition since.
The principle mechanism of variable weapon damage is simple and intuitive; bigger weapons roll larger damage die. I.e., 1d4 for daggers, 1d6 for maces, 1d8 for swords, 1d10 for two-handed swords, and so on. This works brilliantly, and is (presumably) still employed by almost all D&D players today.
But, perhaps? rather awkwardly, Greyhawk (and AD&D) also specify a second mechanism; the weapon type versus armour type attack adjustments. This is more subtle but the basic premise is that if a weapon hits more (or less) frequently, it deals more (or less) damage over time.
This effect is achieved by a complicated table of adjustments to attack rolls versus each armour type. Unfortunately, this is hard to use, and armour type data was never formally supplied for monsters. This is probably why the second mechanism tends to be ignored by a majority of players.
What does it Mean for OD&D Players?
Yes, we know all that, but how is it useful to us OD&D players?
It may not be "useful", but one possibility is to look at the oft discarded second mechanic as a way to achieve variable weapon damage without discarding OD&D's classic 1-6 hit points of damage per hit.
Firstly, let's see what variable weapon damage actually means to the players in terms of possible damage caused.
Variable Damage by Damage Die
In OD&D, average damage per hit is 3.5 hit points regardless of weapon type.
Considering only variations in damage die introduced with variable weapon damage:
* In GH the average damage per hit is increased to 3.9 hit points, with individual weapons ranging from 2.5 (dagger) to 5.5 (halberd, two-handed sword).
* In AD&D the average damage was again raised to 4.1 hit points per hit, with individual weapons now ranging from 2.5 (dagger, sling) to 6 (lance).

Variable Damage by Damage Die AND Attack Adjustment
Now, let's factor in the weapon versus armour type adjustments.
This is more complicated, because we now need to consider the probability of a hit versus any armour type along with the damage caused by a hit. The following analysis assumes that all armour types are encountered equally frequently (which may or may not actually be so in any given game).
In OD&D, average damage per round is 1.3 hit points regardless of weapon type (assuming the hit/miss probabilities of a 1st-3rd level fighter).
Considering (for the same hit probabilities) variations in damage die and weapons vs armour adjustments introduced with variable weapon damage:
* In Greyhawk, the average damage per round was increased to 1.5 hit points without weapon vs armour adjustments, or 1.63 hit points with them. Individual weapons range in effectiveness from 0.86 hit points per round (hppr) (dagger) to 2.65 hppr (two-handed sword), a threefold range.
* In AD&D, the average damage per round increased again to 1.54 hit points without weapon vs armour adjustments, or 1.7 hit points with them. The dagger is still the overall least effective weapon at 0.86 hppr, while the two-handed sword is down marginally to 2.58 hppr. However, the lance has been raised to 2.7 hppr, and the morning star now surpasses all other one-handed weapons at 2.16 hppr (flails being the next best at 1.97 hppr, followed by swords at 1.94 hppr).

So, for all their rich detail and complexity, the weapons vs armour adjustments add (on average) 9% to damage scored per round in Greyhawk, and 11% to damage scored per round in AD&D. Individual weapons will differ, of course, and that is the possible value of the system. Experience has shown that players tend not to tax themselves with this, however.
Err, yeah? And?
So, getting back to the point of this post; what does it all mean for OD&D players?
It means that a system of attack adjustments can be used to produce variable weapon damage while retaining the classic 1-6 hit points of damage per successful hit.
Put simply, OD&D weaponry can "scaled" to match the relative threat levels they represent according to Greyhawk, or AD&D, or whatever scheme is desired.
A theoretical "average" weapon deals 1.31 hppr in OD&D, while the same weapon deals 1.63 hppr in Greyhawk, or 1.7 hppr in AD&D. From here, weapon effectiveness can be scaled up or down (as appropriate) by applying attack roll adjustments.
For example, a very close match to Greyhawk's or AD&D's hit points per round is achieved with the following attack roll adjustments and 1d6 damage per hit:

1/2 adjustments represent a +1 (or -1) adjustment versus opponents with shields, but no adjustment to those without.
Further Extrapolations
Now that we have the basis of a variable weapon damage system by attack adjustments only, we can apply whatever level of gamesmanship we desire.
For example, I can hardly resist "correcting" several perceived flaws in the official system, including flails (which arguably never existed historically), and morning stars (which would not have been the best weapon available if their relative scarcity is indicative)!
Moreover, I would prefer that weaponry exclusive to fighters be "better" than weaponry usable by the other classes. This is very nearly so in any case, only requiring minor corrections to the clerical weaponry.
Of the clerical weaponry (staff, hammer, mace, flail, war hammer), the flail seems overrated, but this may be balanced by the fact that only a single man can fight in a 10ft wide passage. Similarly, the spear may seem underrated, but this may be balanced by the fact that three men can fight abreast in a 10ft wide passage, with others possibly attacking from rearward ranks also.
Considering its widespread adoption, the battle axe also seems sadly underrated. Personally, I would switch the modifiers for flails and battle axes, and be done with it.
All of the numbers above are mathematically "factual" (barring errors), being derived directly from those given in the various D&D editions. What follows, however, is pure authorship. You may disregard it at your whim...
So, in light of the above arcana, my "grand *cough* solution" for variable weapon damage in OD&D would look something like this:

All on paper, of course, seeing as I haven't had a chance to actually test it in play! If anyone does give it a go, I would be interested to hear how it turns out.
Enjoy




.
), if you only use these modifiers when attacking humanoids, then it would essentially be more likely for a 1st level PC with a dagger to hit a wyvern (AC 3 to hit 16) then a gnoll (AC 5 to hit 14 +3=17). But, if you use these modifiers across the board, then as you said, it would come down to the AC of both creatures.
.