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About Attack and Damage on the same roll

Started by emanoelmelo, October 16, 2017, 02:23:03 PM

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K Peterson

Quote from: emanoelmelo;1001155Right! I guess I'll end up going for B) with some options to increase the damage, like sacrificing your own HP 1:1 ou spending XP to roll additional dice.
What is this, some kind of blood magic representation? Seems rather extreme for "extra effort". Are many characters going to self-mangle for the chance at a task success, or critical hit?

I would, again, look at some existing A+D/same-roll systems for input. You could easily incorporate additional dice as a form of 'hero points', or 'experience dice' like what's present in Silhouette.

emanoelmelo

Quote from: WillInNewHaven;1001285That might work for me at the table; it's always harder to see how something would work before you see it work. Anyway, your idea gave me an idea for my own game rules. The current rules have damage dice rolled on ordinary hits and critical hits. If ordinary hits always did _average_ damage, we'd only have to roll for criticals, which are rare. Good luck with your project.

That's good! A critical usually gives some sort of increased damage, but this idea make them really stand out from de ordinary.

Quote from: K Peterson;1001366What is this, some kind of blood magic representation? Seems rather extreme for "extra effort". Are many characters going to self-mangle for the chance at a task success, or critical hit?

I would, again, look at some existing A+D/same-roll systems for input. You could easily incorporate additional dice as a form of 'hero points', or 'experience dice' like what's present in Silhouette.

They are just brainstorm ideas, but the 1:1 HP exchange could represent that you character didn't care much to self preservation while exchanging blows with the enemy (that's what an attack round represents, an exchanging between the characters). You know in the movies when a character deliberately let himself to be injured by the opponent just to gain leverage on the fight and stab him back? Something in those lines. It would be more suitable for a Berserker, for example. The expenditure of XP for more damage could fit any role, in the other hand.

I looked at Silhouette and it was very helpful, many thanks!

Omega

Tunnels & Trolls has just one roll.

Also 5e D&D has an optional system for using the average damage instead of rolling damage. So also just one roll.

Mice & Mystics uses also a single roll mechanic. Effectively the same system as HeroQuest and HeroScape's, with some slight embellishments.

Problem is. Easier/simpler is not allways better. It can end up being a very boring gameplay.

Aglondir

Quote from: emanoelmelo;1001074A) One of the dice is the Effect Dice (or Damage Dice), with a different color. You roll both d6, and check against the TN. If sucessfull, you look up to the Damage Dice and add any Damage modifiers from weapons, spells etc. In this case, Damage will range from 2 to 9 (normal weapons are +1 to +3).
Do you mean:

QuoteRoll 2d6 + mods to see if you hit. If you hit, roll D6 + mods to determine damage. To save time, you can roll all 3 dice at once. Make sure the damage die is a different color than the other two.

That absolutely works; I've been doing it for years. Usually in D20 games.

Nerzenjäger

Blood of Pangea is a 2d6 system with damage and attack in one roll. It also happens to be a flavourful and simple.
"You play Conan, I play Gandalf.  We team up to fight Dracula." - jrients

RunningLaser

Tunnels and Trolls is the only other game I'm aware of that has the one roll for attack and damage.  I'm sure there's more, it's just the only one that comes to mind.

Your dice of a different color makes me think of the stunt die in Fantasy AGE.  Best of luck with your game!

HMWHC

I really like the O.R.E RPG (One Roll Engine).

Roll a bunch of d10's and the higher the number, and the number of pairs/triples equal level of success and damage for example.
https://en.wikipedia.org/wiki/One-Roll_Engine

Also a free version of the rules you (Nemesis) can download via the below link
http://www.arcdream.com/pdf/Nemesis.pdf
"YOU KNOW WHO ELSE CLOSED THREADS THAT "BORED" HIM?!? HITLER!!!"
~ -E.

WillInNewHaven

Quote from: Bren;1001335Would a low damage roll on a critical hit do less damage than the average (unrolled) damage done on an ordinary hit?

A solid is max damage, a crit is max or better.

Bren

Quote from: WillInNewHaven;1001596A solid is max damage, a crit is max or better.
A "solid" hit wasn't mentioned in your earlier post. Thanks for clarifying. So a critical hit would be max damage plus some rolled damage? That would avoid a bad roll resulting in less damage from a critical than from an average (or solid) hit. That's probably a good idea to head off player whining about bad damage rolls.
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WillInNewHaven

Quote from: Bren;1001601A "solid" hit wasn't mentioned in your earlier post. Thanks for clarifying. So a critical hit would be max damage plus some rolled damage? That would avoid a bad roll resulting in less damage from a critical than from an average (or solid) hit. That's probably a good idea to head off player whining about bad damage rolls.

It was mentioned in my first post in the thread. 21-30 is a hit, 31-40 is a solid hit, 41+ is a critical.

Bren

Quote from: WillInNewHaven;1001605It was mentioned in my first post in the thread. 21-30 is a hit, 31-40 is a solid hit, 41+ is a critical.
Ah-ha! I didn't put post #14 together with your even earlier post. More clear now. Thanks.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

emanoelmelo

Quote from: Nerzenjäger;1001500Blood of Pangea is a 2d6 system with damage and attack in one roll. It also happens to be a flavourful and simple.

Just read a review of it and it look like it's what I'm looking for! Thanks! I would use atributes instead of narratives (as they call aspects), can't wait see how it works out!

Xanther

Quote from: emanoelmelo;1001074Hey everyone!
I've been toying with a simple system to introduce a few friends to RPG. My goal is to make it very low rules, with the same simple mechanic for all rolls, using 2d6. Only one table (The Target Number table) and very few rolls. This (fewer rolls) is where I'm stuck at:

Conflict/task resolution consists in rolling 2d6 +mod against a Target Number. Mods ranges from -1 to +3 (exceptionally +4 or +5), and TN average is 9.

This is the same for combat Attack and Defense rolls. However, what I want is to embed the damage caused on successful attacks to the Attack roll itself. To do this, these are my 2 options so far:

A) One of the dice is the Effect Dice (or Damage Dice), with a different color. You roll both d6, and check against the TN. If sucessfull, you look up to the Damage Dice and add any Damage modifiers from weapons, spells etc. In this case, Damage will range from 2 to 9 (normal weapons are +1 to +3).

B) The Damage dealt would be the sucess margin against the TN + Damage mods. In this case, when dealting damage to high TN oponents (let's say TN 13) the character would always deal much less damage. If rolled 12+3 against TN 13, you would only deal 2 Damage, that usually would be absorbed by the opponent Armor.

I'm obviously inclined to pick option A, but I've seen other established systems using something like B, making me think that I'm missing something. Am I missing something? I would love to learn your opinions.

It might surprise you but I've seen people do A since day one.  Pretty easy in D&D where your hit dice was a D20 and damage dice different.
 

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