momothefiddler wrote:Look, if the 1d3+8 person has other useful things they can do (I'm absolute shit for damage in my current game, but I buff people real good), then the reason that disparity is ok is because it never comes up.
So I'm definitely still hammering out the kinks in this approach, but
in general most attacks don't do the lowest damage code possible, or if they do they have some significant other effect (like throwing on a status ailment or something). The only place I've used it so far is in a few lower-level DoTs, and I think one low-level mage spell that hits an AoE that also knocks everyone in the area prone. I think plain-ass unarmed attacks as someone who doesn't do that for a living also do the lowest amount of damage possible (so "monks" get a significant boost, etc).
If that's their contribution to combat, well... do you allow people to take 1 on those rolls?
I've been running games on roll20 for a couple years now, and I started doing this on there; I just wrote up a script so players can just enter their level and the damage code lookup, and it'll automatically spit out the damage value.
I fully admit that actually physically rolling a 1d3 would be a pain in the ass.
I'm not even against rolling dice, I'm just offended by the theatrics.
At what point do they stop being "theatrics," then? Is that a quantifiable point, or is it all about feels?
Purely static damage still feels off, to me, and I'm not sure I could sell the idea.
deaddmwalking wrote:If you're going with 'fixed hit points', I seriously doubt you'll have anyone with 47 hit points. It is a prime number, so no multiplicative value will result in that hit point total. Possibly some x + (y * z) could (ie, 7 + 8x5), but you'd be really reaching for that.
I ran some numbers on my spreadsheet that I initially used to math-hammer all the hit points and shit, and yes, 47 is a totally reasonable number of hit points to have in a number of cases in my hit point setup.
A 4th-level fighter with a 12 con; a 2nd-level fighter with a 20 con; and a 6th-level fighter with an 8 con would all have 47 hit points. (keeping in mind that "fighter" is in this case a bit disingenuous: I have no "fighter" class, but I'm using the closest thing to what would be recognized as a classic d&d fighter)
IF THIS IS ABOUT DROPPING SOMEONE IN ONE OR TWO HITS, as you now seem to claim, it would certainly be easier to have every hit result in a 'save' with approximately 50% chance of success. The likelihood of going to 5 hits would be about 3%.
Again, not everyone and everything is doing the exact same amount of damage.
While your idea would be significantly more elegant if that were the case, it isn't the case, so...
Kaelik wrote:So now we are back to pretending that everyone has the same HP and that fireballs do 40+2d6, and that someone does 1d3+8, and we are supposed to care about that person?
Sometimes yes. Sometimes no.
That's kind of the point of having a random small variable attached to a large static one. My goal was to give the damage codes about a 50% chance of dropping someone with hp in the range that was equivalent to that given damage code, because that was sensible to me.
Like I said earlier in this post, I'm still not entirely comfortable with the idea of static damage.
DSMatticus wrote:Do you want to know what a better match for 40+2d6 would be? 8+1d2
Yes, and as I admitted earlier, the 1d6+6 was an ass-pull because I didn't have a precise match for the 40+2d6 on my charts. And I noted that the closest thing I had to 1d6+6 was 1d3+8, which - honestly - is probably what I should have gone with to begin with.