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Running 5th edition and Maxing out weapon damage for faster combat.

Started by Eserhaudin, August 05, 2021, 08:28:34 AM

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Eserhaudin

Have any DM's thought of using the max damage on weapons so if a sword did 1d8 it would do 8 plus strenght bonus. Monsters would have an advantage on this due to numbers so their damage would be halved plus strenght. What are your thoughts on this?

S'mon

So monster damage would stay at the default static numbers in the books, but PCs would do more damage?

That would make things easier for the PCs. If you just want the game to run quicker, use static average damage for the PCs as well as for the monsters.

Godsmonkey

Quote from: Eserhaudin on August 05, 2021, 08:28:34 AM
Have any DM's thought of using the max damage on weapons so if a sword did 1d8 it would do 8 plus strength bonus. Monsters would have an advantage on this due to numbers so their damage would be halved plus strength. What are your thoughts on this?

The players typically roll their PCs damage, so I dont see where it saves that much time, except for it's always doing max damage. What I do in my OSR games (no 5E for me, thanks) Is limit the max HP for 4th level, then 1HP plus CON bonus/level. Leave monster static damage the same.

Svenhelgrim

Just use "Average Hit Points" from the Player's Handbook, and use the Average Damage for monsters (presented in their stat blocks). 

Don't roll initiative for monsters/npc's.  Just use 10+dex mod.  Ask some other player to track initiative and give that player Inspiration.  This will take some of the weight off your shoulders.

Aslo consider the "Slow Natural Healing" and "Lingering Injuries" rules from the DMG chapter 9, if you want to make everybody's butt cheeks clench when a fight happens.

Jam The MF

Quote from: Eserhaudin on August 05, 2021, 08:28:34 AM
Have any DM's thought of using the max damage on weapons so if a sword did 1d8 it would do 8 plus strenght bonus. Monsters would have an advantage on this due to numbers so their damage would be halved plus strenght. What are your thoughts on this?


You could just use a counter for every pc, npc, and monster.  We all have a bunch of dice on hand, anyway.  The counter represents how many hits they can withstand.  Don't roll damage for hits, just adjust the number remaining on the die.  A critical counts as 2 hits.

No counters needed for Minions, though.  When 3 Goblins appear, treat the Goblins as minions.  Perhaps even treat a common Orc as a minion.  1 blow is all that is required to dispatch them.  Stronger monsters require 2 or more hits.
Let the Dice, Decide the Outcome.  Accept the Results.

Eric Diaz

Quote from: Svenhelgrim on August 05, 2021, 01:49:02 PM
Just use "Average Hit Points" from the Player's Handbook, and use the Average Damage for monsters (presented in their stat blocks). 

Don't roll initiative for monsters/npc's.  Just use 10+dex mod.  Ask some other player to track initiative and give that player Inspiration.  This will take some of the weight off your shoulders.

Aslo consider the "Slow Natural Healing" and "Lingering Injuries" rules from the DMG chapter 9, if you want to make everybody's butt cheeks clench when a fight happens.

This. I tried it and it works well.
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Methods & Madness - my  D&D 5e / Old School / Game design blog.

mAcular Chaotic

You could use Venger's idea, which is to make the crit range expand every turn.

Turn 1: 20
Turn 2: 19
Turn 3: 18

Etc.

It works for all monsters and PCs. You can adjust it up or down depending how fast you want it.

And then there's the 13th Age escalation die, which iirc is something like just adding an escalating bonus to all attack rolls:

Turn 1: +1 to attack
Turn 2: +2 to attack
Turn 3: +3 to attack

You could combine it to really get the engines firing.

You could also max damage on the crits.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Ghostmaker

Quote from: mAcular Chaotic on August 05, 2021, 02:18:11 PM
You could use Venger's idea, which is to make the crit range expand every turn.

Turn 1: 20
Turn 2: 19
Turn 3: 18

Etc.

It works for all monsters and PCs. You can adjust it up or down depending how fast you want it.

And then there's the 13th Age escalation die, which iirc is something like just adding an escalating bonus to all attack rolls:

Turn 1: +1 to attack
Turn 2: +2 to attack
Turn 3: +3 to attack

You could combine it to really get the engines firing.

You could also max damage on the crits.
Holy shit that's vicious. I dunno if I'd want to try that with my current game, but dayamn.