Why not just roll another D20 for damage?

Why is everyone so enamored with rolling a bunch of D6? It slows the game down too much.

Why not just roll a D20:
> 1-6: Glancing Blow
> 7-14: Moderate
> 15-19: Severe
> 20: Critical Hit

Simple. Consistent. So much quicker than rolling a handful of dice.

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  1. 1 month ago
    Anonymous

    Why not just integrate damage into the attack roll? You give weapons a base damage value, and if you roll higher than the target's AC you deal bonus damage equal to the margin.

    Simple. Consistent. So much quicker than rolling multiple times to resolve a single action.

    • 1 month ago
      Anonymous

      That's how mostly work in Rolemaster/MERP.

    • 1 month ago
      Anonymous

      That's how mostly work in Rolemaster/MERP.

      It's also what MCDM's 5E-killer is using.

      • 1 month ago
        Anonymous

        No it isn't MCDM's system doesn't have an attack roll at all. It is just a damage roll cause everything automatically hits.

        • 1 month ago
          Anonymous

          Jargon doesn't change that it's still degree of success = damage taken.

          • 1 month ago
            Anonymous

            I honestly don't know why I bother. Sure, whatever.

            • 1 month ago
              Anonymous

              You don't have a counter point it it, that's why. Regardless of how you imagine it in the game world you're still rolling one check, comparing it to a target number, and the degree of success translates to the amount of damage taken.

              • 1 month ago
                Anonymous

                I already said sure, dude. Why go on?

              • 1 month ago
                Anonymous

                Because you're factually wrong about this game mechanic and instead of just leaving the thread quietly like a good little cuckyboy, you appear to be obsessed with having the last word while claiming to not care.

              • 1 month ago
                Anonymous

                You done?

              • 1 month ago
                Anonymous

                Anon, no, you'll break him.

              • 1 month ago
                Anonymous

                At this point I am mostly just curious how long this takes. It's been and hour and a half since I gave him the W and he has still been going.

      • 1 month ago
        Anonymous

        >5e-killer
        It won't.

    • 1 month ago
      Anonymous

      Well, I like to be able to separate To Hit and Damage stats for weapons. Combining these two things prevents me from being able to do that.

      You run into two separate edge cases:

      > 1) Inaccurate guys that do a ton of damage, like a huge giant that throws boulders.

      > 2) Highly accurate little guys that don't do much damage. Like a bunch of little pygmies that snipe people with tiny blowguns.

      Consider the case of battle axes. They do a ton of damage. That shouldn't make them more accurate, should it?

      • 1 month ago
        Anonymous

        I've been ideaguying something like this for my own system and what I've mostly come up with is some kind of modifier post "hit", either additive or multiplicative
        >Roll 9 vs opponent 7, hit with 2
        >Using a light weapon or whatever, so damage is 2 * 1/2 = 1
        Additive modifiers work too, but are a bit less flexible I think. For something like a battle axe you could do (besides whatever quality of the weapon in general) -1 for the "to hit" roll, +3 for the "damage" roll. This effectively gives you +2 damage when you do hit, but the math works out (with the system I used, opposed 2d8s by default) to be just about equal.
        I'm also using just opposed rolls for melee in general, rather than an attacker or defender. Not that that applies to your first two examples.

  2. 1 month ago
    Anonymous

    More dice = more fun. Even the idiots who designed 5e figured this out with Advantage

    • 1 month ago
      Anonymous

      The axe would not give you a bonus to hit, it would have a higher base damage on a hit. I agree NWOD 1e bullet tickle was stupid.

  3. 1 month ago
    Poor Investor
    • 1 month ago
      Anonymous

      > that pic

    • 1 month ago
      Anonymous

      but it'd be piss-easy to make these cause trauma- just roll them behind the screen and go "hmm that's interesting..."

      • 1 month ago
        Anonymous

        >but it'd be piss-easy to make these cause trauma
        Throw them at someone as hard as you can

        • 1 month ago
          Anonymous

          Did that to a guy once. Achieved the desired effect of making him afraid enough to leave the group. Subhuman frick didn't deserve the social pleasantry of being told politely to fix his personality or leave.

  4. 1 month ago
    Anonymous

    You literally reinvented the wheel, go look at Mutants & Masterminds or True20, it's that same but inverted (the defendant rolls on his toughness vs the damage DC).

    Fricking 5elet secondary.

  5. 1 month ago
    Anonymous

    Slow players slow down games.

    • 1 month ago
      Anonymous

      Agreed. Even with 5e's clumsy and slow combat if the group is all paying attention and planning their turn ahead of time you can get through pretty quick. But the second someone needs a recap of the entire round and then has to make a slow decision because they don't know what their character does 20 sessions in it grinds the game to a halt.

    • 1 month ago
      Anonymous

      Agreed. Even with 5e's clumsy and slow combat if the group is all paying attention and planning their turn ahead of time you can get through pretty quick. But the second someone needs a recap of the entire round and then has to make a slow decision because they don't know what their character does 20 sessions in it grinds the game to a halt.

      anyone tried using clocks? I get that players might hate it but it could potentially speed things up a lot.
      Maybe justify it as a way of getting the tension and stress of combat across

      • 1 month ago
        Anonymous

        I don't need to, because I have all of my relevant information ready to reference at a glance.

      • 1 month ago
        Anonymous

        >characters with higher willpower stat get marginally more time on the clock because they are cooler under pressure

  6. 1 month ago
    Anonymous

    >rolling a die and looking up the result on a table
    >faster than just rolling a die

    • 1 month ago
      Anonymous

      >a brainlet who takes 10 minutes doing mental math for his single pass/fail roll for resolution
      >faster than someone who has his relevant tables in front of him who takes 1 minute total to complete resolution
      Slow and disorganized players slow down games.

  7. 1 month ago
    Anonymous

    >Simple. Consistent. So much quicker than rolling a handful of dice.
    Notice how you didnt describe it as fun.

    • 1 month ago
      Anonymous

      It’s implied by the rest.

  8. 1 month ago
    Anonymous

    I legitimately don't get how rolling 1d20 for damage is somehow quicker than rolling, say, 2d6 for damage. Unless your players are completely moronic.

    • 1 month ago
      Anonymous

      >Unless your players are completely moronic.
      It's a D&Drone thread. Take a guess.

  9. 1 month ago
    Anonymous

    Orobouros (old game from the 80's) uses that, let me tell you what happens : you roll for damage then for armor mitigation then apply the condition to the victim. It isn't fast at all, not that slow but still more bookeeping than just using hit points.

  10. 1 month ago
    Anonymous

    I've thought about doing this. My current system is 2d10+skill vs defense to hit. Then, you roll 1 to 3 d10s and for each d10 that comes up greater than or equal to your targets Armor deals 1 wound. Unarmored is 6, leather is 7, chain is 8, and plate is 9. Most enemies will have 1 wound, some will have 6 to 7. Characters start with 3 to 6 depending on class. So you can have a battle with 1 hp."minions" and a large monster, but a hit isn't a guaranteed kill. The issue is that stuff like magic armor doesn't really fit into this system.

    So I considered changing my system to a d20 system and having the damage roll be 1 to 3 d20s and then there could be more types of armor and possibly even integrate an endurance stat. Right now there are no stats, just skills. I like the idea of a system that seamlessly blends knocking chunks of HP off a big monster with low bookkeeping for huge battles where you don't need to track HP for 40 different goblins.

  11. 1 month ago
    Anonymous

    The 5e method of rolling a handful of dice and adding them up is cumbersome, true. I don't think the table method is much better. It still needs some way to introduce power scaling and until you memorize the table, it is going to be annoying to look at every single time you roll for damage.

    I much prefer doing something like a mass coinflip, which you can simulate with D6s. Roll a # of D6s equal to weapon/spell damage level, and count the number of 4+s, each does 1 damage. It's much quicker than actually adding up the numbers and produces a good bell curve. You can make dice succeed on 3+s or 5+s, do rerolls etc when there are vulnerability or resistance conditions, etc. It also encourages you to keep damage numbers lower instead of having insane HP bloat.

  12. 1 month ago
    Anonymous

    There is a 5E idea with this and Hearts for players and Monsters
    This is a wheel that keeps being reinvented.

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