Phosphate

2012-10-12, 04:13 PM

The stats in a weapon don't really mean a thing as it stands now. Too small and unrealistically so differences at lower levels, irrelevant at higher levels where number of attacks and myriads of bonuses are much more important.

I mean, think about the first part. 10 strength is considered normal in D&D, and 16 is basically peak normal human. A sorcerer with martial proficiency and 10 strength deals an average of 7 damage per hit with a two-handed sword. A fighter with 16 strength, so, irl, the difference between your average Joe and a bodybuilder, with the same weapon, will manage 10 damage with the same weapon, not even 50% more.

What I'm proposing is a way of calculating damage that emphasizes more the kind of weapon being used, and also, the stats of the utilizer. Also, it's a bit more in-depth. With this rule change, damage calculation occurs as such:

(X * Str - xP) or 1, whichever is higher

X * Str is always rounded up

Where X is a constant, rational number specific to each weapon (and that varies with size for the same weapon type), and P stands for precision and is calculated depending on precision type (x). x can be n (normal precision), f (finesse precision), s (steady precision), r (random precision). They are all calculated slightly differently.

For nP, roll dice as indicated by the weapon. Then, subtract your dexterity modifier from the result (naturally, the result gets higher if your dexterity is negative). If you get a negative number, use 0 instead. If you get a value higher than a maximum roll, use a maximum roll (for instance, if you have 7 dex and on a 1d6 roll 5, instead of a nP of 7 use a nP of 6).

fP works just like nP, except that if you get a negative number, you use that number instead of 0. Practically, high dexterity can increase your damage output this way.

sP works just like nP, except that if you have a negative dexterity modifier, you may treat it as 0.

rP works just like nP, except that you don't add your dexterity modifier at all.

When writing off the damage of a weapon, it should look like this:

Dagger - 2. 1d4 (fP)

"3." is X, and 1d8 is what you roll and subtract dex from. Since this particular weapon has fP, it appeals to agile people mostly. And now for comparison:

1st level wizard, 10 strength, 10 dexterity -> average 1 damage, maximum 1 damage

1st level fighter, 16 strength, 12 dexterity -> average 4,5 damage, maximum 6 damage

1st level rogue, 12 strength, 16 dexterity -> average 2,5 damage, maximum 4 damage

14th level fighter, 28 strength, 20 dexterity -> average 18,5 damage, maximum 20 damage

And now, to reuse my first example:

Two-Handed Sword - 5. 2d6 (nP)

1st level sorcerer, 12 strength, 10 dexterity -> average 1 damage, maximum 3 damage

1st level fighter, 16 strength, 12 dexterity -> average 6 damage, maximum 14 damage

14th level fighter, 28 strength, 20 dexterity -> average 45 damage, maximum 45 damage

Critical damage simply doubles the total. That's all.

So guys, if you like this system, you can tell me. If I get enough support I will try to write up the damage of all SRD weapons in it.

I mean, think about the first part. 10 strength is considered normal in D&D, and 16 is basically peak normal human. A sorcerer with martial proficiency and 10 strength deals an average of 7 damage per hit with a two-handed sword. A fighter with 16 strength, so, irl, the difference between your average Joe and a bodybuilder, with the same weapon, will manage 10 damage with the same weapon, not even 50% more.

What I'm proposing is a way of calculating damage that emphasizes more the kind of weapon being used, and also, the stats of the utilizer. Also, it's a bit more in-depth. With this rule change, damage calculation occurs as such:

(X * Str - xP) or 1, whichever is higher

X * Str is always rounded up

Where X is a constant, rational number specific to each weapon (and that varies with size for the same weapon type), and P stands for precision and is calculated depending on precision type (x). x can be n (normal precision), f (finesse precision), s (steady precision), r (random precision). They are all calculated slightly differently.

For nP, roll dice as indicated by the weapon. Then, subtract your dexterity modifier from the result (naturally, the result gets higher if your dexterity is negative). If you get a negative number, use 0 instead. If you get a value higher than a maximum roll, use a maximum roll (for instance, if you have 7 dex and on a 1d6 roll 5, instead of a nP of 7 use a nP of 6).

fP works just like nP, except that if you get a negative number, you use that number instead of 0. Practically, high dexterity can increase your damage output this way.

sP works just like nP, except that if you have a negative dexterity modifier, you may treat it as 0.

rP works just like nP, except that you don't add your dexterity modifier at all.

When writing off the damage of a weapon, it should look like this:

Dagger - 2. 1d4 (fP)

"3." is X, and 1d8 is what you roll and subtract dex from. Since this particular weapon has fP, it appeals to agile people mostly. And now for comparison:

1st level wizard, 10 strength, 10 dexterity -> average 1 damage, maximum 1 damage

1st level fighter, 16 strength, 12 dexterity -> average 4,5 damage, maximum 6 damage

1st level rogue, 12 strength, 16 dexterity -> average 2,5 damage, maximum 4 damage

14th level fighter, 28 strength, 20 dexterity -> average 18,5 damage, maximum 20 damage

And now, to reuse my first example:

Two-Handed Sword - 5. 2d6 (nP)

1st level sorcerer, 12 strength, 10 dexterity -> average 1 damage, maximum 3 damage

1st level fighter, 16 strength, 12 dexterity -> average 6 damage, maximum 14 damage

14th level fighter, 28 strength, 20 dexterity -> average 45 damage, maximum 45 damage

Critical damage simply doubles the total. That's all.

So guys, if you like this system, you can tell me. If I get enough support I will try to write up the damage of all SRD weapons in it.