nonsi

2012-07-13, 01:37 AM

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This idea is something I’ve played with in the past.

I didn’t have it quite figured out back then, but I believe I got it right this time.

Tell me what you think.

- There are no longer Critical Hits. You no longer roll extra dice to calculate critical damage.

- Instead of crit threat/confirmation and damage-multipliers, a successful attack would deal extra damage according to how much it was successful beyond the to-hit DC (zero extra damage when attack-roll = AC). This value cannot exceed the attacker's BAB (prevents True Strike abuse and other loopholes).

- Each officially noted modifier in crit threat/multiplier attributed to a given weapon or the Keen property increases the extra damage by 50% (calculate fractions and round the result up).

- Rolling a natural 20 automatically maximizes the weapon's bace damage without rolling the dice.

- Power Attack is an open option rather than a feat, and it is capped at 1/4 BAB (rounded up), so that 2-handers wouldn't have too obvious an advantage over other weapon styles.

So, for instance, a 5th level bard attacking with a Keen Rapier and scoring an attack roll of 18 vs. AC 15 would result in damage as follows:

Step 1:

=====

Calculate damage normally – as you did in the past (1d6 + Str-mod + extra from feats + magical enhancements).

Step 2:

=====

The extra damage = 3 (18 - 15).

Since the Rapier is stated to have increased threat (18-20 instead of 20), you add 50% of 3 twice, meaning those 3 extra points become 6 (3 + 2 x 1.5).

Since the Rapier is Keen, you add 50% of 3 yet again.

You get a total extra damage of 7.5 (2.5 x 3) and you round it up to 8.

So the total damage equals 1d6 + 8 + Str-mod + extra from feats + magical enhancements.

That same, attack made with a regular quarterstaff, would leave that extra damage at 3 (1d6 + 3 + . . .)

Special: When attacking objects or opponents with no discernible anatomies, except for the Keen enhancement, you treat your attack roll as if it’s equal the target’s AC.

If that same 5th level bard would score 19 or more on his attack roll, the extra damage, being capped by the bard's +3 BAB, is calculated as if scoring 18 on the d20 roll.

If he scores 20, the damage calculation = 6 + 8 + Str-mod + extra from feats + magical enhancements (maximizing the d6 roll).

Think of it. It would...:

1. Reduce dice-rolls dramatically. You don’t cinfirm crit and you don’t roll for extra damage. You just need to do some arithmetics in your head (something that’s gonna come naturally after a few times – 2 sessions at most). It’s easy because the extra damage multiplier never changes for a given weapon (by type + whether or not it has the Keen enhancement).

2. Promote better weapon balance.

3. Scale nicely with BAB.

4. Spare those precious feat slots previously spent on PA, Improved Crit and other damage enhancers.

5. Eliminate every single melee character in the universe optimizing Str & taking PA.

6. Make Keen enhancement relevant all the time – including vs. creatures with no discernible anatomies.

7. Make a lot of sense. The better your attack roll is, the more you hurt your enemy. That’s why a single attack from a dagger could result in a scratch on your shoulder or a stab straight through the heart, even though its base damage is 1d4.

8. Make archery benefit just as much as melee would.

9. Make all crit rules/feats/features etc fly out the window – and that’s a lot of load on your head taken off. Anything (feat/feature/enhancement) that multiplies your weapon’s damage is calculated separately from the above (multiple multiplies are added rather than multiply further on, as usual).

10. Str-modifiers & enhancements are not calculated more than once. For 2-handers you could just add Str-bonus twice rather than 1-1/2.

11. There’s no more need for separation between enhancement bonuses to-hit and bonuses to damage. You just need enhancement bonuses to-hit.

.

This idea is something I’ve played with in the past.

I didn’t have it quite figured out back then, but I believe I got it right this time.

Tell me what you think.

- There are no longer Critical Hits. You no longer roll extra dice to calculate critical damage.

- Instead of crit threat/confirmation and damage-multipliers, a successful attack would deal extra damage according to how much it was successful beyond the to-hit DC (zero extra damage when attack-roll = AC). This value cannot exceed the attacker's BAB (prevents True Strike abuse and other loopholes).

- Each officially noted modifier in crit threat/multiplier attributed to a given weapon or the Keen property increases the extra damage by 50% (calculate fractions and round the result up).

- Rolling a natural 20 automatically maximizes the weapon's bace damage without rolling the dice.

- Power Attack is an open option rather than a feat, and it is capped at 1/4 BAB (rounded up), so that 2-handers wouldn't have too obvious an advantage over other weapon styles.

So, for instance, a 5th level bard attacking with a Keen Rapier and scoring an attack roll of 18 vs. AC 15 would result in damage as follows:

Step 1:

=====

Calculate damage normally – as you did in the past (1d6 + Str-mod + extra from feats + magical enhancements).

Step 2:

=====

The extra damage = 3 (18 - 15).

Since the Rapier is stated to have increased threat (18-20 instead of 20), you add 50% of 3 twice, meaning those 3 extra points become 6 (3 + 2 x 1.5).

Since the Rapier is Keen, you add 50% of 3 yet again.

You get a total extra damage of 7.5 (2.5 x 3) and you round it up to 8.

So the total damage equals 1d6 + 8 + Str-mod + extra from feats + magical enhancements.

That same, attack made with a regular quarterstaff, would leave that extra damage at 3 (1d6 + 3 + . . .)

Special: When attacking objects or opponents with no discernible anatomies, except for the Keen enhancement, you treat your attack roll as if it’s equal the target’s AC.

If that same 5th level bard would score 19 or more on his attack roll, the extra damage, being capped by the bard's +3 BAB, is calculated as if scoring 18 on the d20 roll.

If he scores 20, the damage calculation = 6 + 8 + Str-mod + extra from feats + magical enhancements (maximizing the d6 roll).

Think of it. It would...:

1. Reduce dice-rolls dramatically. You don’t cinfirm crit and you don’t roll for extra damage. You just need to do some arithmetics in your head (something that’s gonna come naturally after a few times – 2 sessions at most). It’s easy because the extra damage multiplier never changes for a given weapon (by type + whether or not it has the Keen enhancement).

2. Promote better weapon balance.

3. Scale nicely with BAB.

4. Spare those precious feat slots previously spent on PA, Improved Crit and other damage enhancers.

5. Eliminate every single melee character in the universe optimizing Str & taking PA.

6. Make Keen enhancement relevant all the time – including vs. creatures with no discernible anatomies.

7. Make a lot of sense. The better your attack roll is, the more you hurt your enemy. That’s why a single attack from a dagger could result in a scratch on your shoulder or a stab straight through the heart, even though its base damage is 1d4.

8. Make archery benefit just as much as melee would.

9. Make all crit rules/feats/features etc fly out the window – and that’s a lot of load on your head taken off. Anything (feat/feature/enhancement) that multiplies your weapon’s damage is calculated separately from the above (multiple multiplies are added rather than multiply further on, as usual).

10. Str-modifiers & enhancements are not calculated more than once. For 2-handers you could just add Str-bonus twice rather than 1-1/2.

11. There’s no more need for separation between enhancement bonuses to-hit and bonuses to damage. You just need enhancement bonuses to-hit.

.