korgoth
Level 5 Thaumaturgist
Posts: 323
|
Post by korgoth on Nov 25, 2007 15:56:44 GMT -6
I was toying with the idea of damage dice being based on HD. This is inspired by the damage matrix in EPT, wherein a high level combatant can roll extra dice against low level chumps. This seems like a good way to simulate guys like Conan cutting a swath through the supporting cast. But I'm not too into the idea of having a chart to have to consult. So I thought perhaps it would be reasonable just to assign a number of damage dice to a combatant based on its HD. Say, 1 die at 1-3, 2 at 4-6, 3 at 7-9, etc. So when Horace the Hero (4HD) strikes with whatever weapon, he rolls 2 dice. Since I'm inclined to adjudicate 2H weapons as 1d6+1, if Horace went with a two-hander I'd give him 2 dice plus 2 (otherwise 2H weapons would decrease in effectiveness at high levels, which I don't like; but I would probably not multiply Str bonus, because I don't mind that decreasing in effectiveness relative to high skill). Likewise, if I trot out a 5HD monster, it rolls 2 dice. If I trot out some 10HD horror, watch out for those 4 dice! If a 7HD giant (3 dice) uses a big tree trunk for a club, maybe I'd even give him 3 dice plus 3. But this would be more than made up for by the fact that the party's archer is hitting him for more significant damage, etc. Anyway, submitted for your approval.
|
|
|
Post by dwayanu on Nov 25, 2007 16:14:45 GMT -6
I played for a while with something like the EPT rule, but (likewise wanting to ditch the chart) using a simple ratio: an 8-HD monster versus 4th level PCs did 2 dice of damage. That became problematic when I got back to having 1st level PCs. In EPT, a 3-HD beastie would still be dishing out only 1 die (the second coming at 4 HD) -- and I had a slaughter on my hands with 3 dice per hit! Your approach strikes me as better than either EPT's or my variant. You might consider 4-7 / 8-11 / etc., but I don't know whether it would be preferable. Nowadays, I'm back generally to 1 die of damage for all but special monsters (mostly as indicated in Volume 2). Against normal men, there's one attack per level (which I confine among characters to fighters). Your Mileage May Vary
|
|
|
Post by tgamemaster1975 on Nov 25, 2007 20:22:29 GMT -6
I have tried changing damage, using the system in Supp I and tweaking it this way and that, and every so often I just revert back to the 3 LBB's and use 1d6 for all weapons and no tweaking.
|
|
korgoth
Level 5 Thaumaturgist
Posts: 323
|
Post by korgoth on Nov 25, 2007 22:59:52 GMT -6
I should add: I would use the given scale for FMs and Monsters. For MUs I'd use 1 die per 5 levels, and for Clerics (and Thieves if used) I'd use 1 die per 4 levels (just like the attack progression).
|
|
korgoth
Level 5 Thaumaturgist
Posts: 323
|
Post by korgoth on Dec 1, 2007 11:16:36 GMT -6
Re-thinking this a bit (seeing how relatively low hp totals will be on average)... I think I would scale it back somewhat. Maybe go as far as saying "roll 1 die up through 7 HD, 2 dice at 7+1 or better (unless otherwise noted)".
That keeps the damage consistent with creatures like Giants and so on, still allows a really tough character (like a 7th level FM) to cut a swath through characters (if Conan does an average of 9 points per hit, using my house rules allowing +1 for Str above 15 and +1 for a 2H weapon, he is still taking out most flunkies in one blow).
I think my initial ratings were too harsh (too many dice of damage dealt out).
|
|
|
Post by dwayanu on Dec 1, 2007 13:14:21 GMT -6
The Giants in Vol. 2 dish out on average about 22% to 25% of their own hit points. Ogres deal about 37% per hit -- but perhaps they're notably ferocious.
Something like +2 pips per 3 hit dice, or +1 die per 5, might reflect the Giants' example. I notice that it would also account for the Ogre's +2.
Note that Trolls get no bonus "as they use only their talons and fangs." Other (especially non-humanoid) critters might be better equipped and/or more adroit in that regard.
|
|