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Removing separate damage rolls?

Started by BoxCrayonTales, February 21, 2021, 03:36:00 PM

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BoxCrayonTales

Quote from: Stephen Tannhauser on February 21, 2021, 11:13:39 PM
Quote from: Aglondir on February 21, 2021, 08:05:09 PMI've never seen multiplication work, for the reason you describe.

I've made it work for my own generic system homebrew, but that has the advantage that I stepped away from the "hit point total" model almost completely, where the multiplied totals are compared to set Wound Level thresholds instead of subtracted from a running total. If the goal is to preserve the feel of most D20 games that's less of an option.

True20 does something like this, as do the injury rules in Unearthed Arcana v3.5.

Wicked Woodpecker of West

QuoteI've made it work for my own generic system homebrew, but that has the advantage that I stepped away from the "hit point total" model almost completely, where the multiplied totals are compared to set Wound Level thresholds instead of subtracted from a running total. If the goal is to preserve the feel of most D20 games that's less of an option.

And so - Daniel D. Fox trollcount was discovered.

Eric Diaz

I use fixed damage a lot... double on a nat 20, sometimes I use half damage on an exact hit.

Makes things faster.

Margin of success is cool but usually requires more math, so not necessarily faster.
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