10/13/2021 0 Comments Weapon Dmg
Magic, Rare, and Unique weapons come with modifiers from the Prefix and Suffix. Sometimes they come with special modifiers such as a wand's increased spell damage. Base weapons each have innate properties such as damage, critical strike chance, speed, and requirements. A weapon is an item whose primary purpose is to deal damage.
![]() ![]() ![]() If my goal is to make combat fast, having to consult a table is not going to help.The solution: Variable Critical Hit Range by Weapon + OverkillFirst, the solution to critical hits not mattering against mobs of orcs is the Overkill rule: Whenever your attack kills an enemy with Wounds left over, you can carry over the excess Wounds to another target (as long as its AC is equal or worse than the killed target's.) Thus, when you score a critical against an HD 1 orc, you now kill two of them in one blow.Secondly, and far more importantly: Critical hit range now depends on weapon type. (Maybe if the LotFP adjustments were stated in terms of "against targets in metal armor" and so on, rather than AC numbers, I would've hated them less.) I don't want "weapon vs. I don't want to remember what bonus which weapon gets over what AC threshold, and doubtfully do my players either. But that sort of thing is part of the reason I wanted to get away from LotFP in the first place. (If spears don't have their own tier between daggers and swords, then they will have to be combined with either, becoming strictly superior in that damage tier, due to their additional property of reach.)One possibility is to do something like what Chainmail does: give the weapons different to-hit adjustments against different armors. Moving one step down in critical range will usually give you one positive feature, and vice versa: rapiers and spears aren't quite as damaging as standard swords, but they have interesting secondary features. Everyone else scores 2 Wounds.Fourthly, a minor point: Specialists/Thieves, when landing a Sneak Attack, automatically deal a critical hit (even if the weapon is not normally capable of critting).Note, firstly, that weapons fit neatly into four tiers. Greatswords score critical hits on a natural 18-20.Thirdly: Fighters score 3 Wounds on critical hits. Spears score them on a natural 20. For example, daggers never score critical hits. Backup outlook mac 2011 to migrate for 2016 macThe assumed baseline is a weapon that cannot critically hit for double damage - a dagger, in our case.Relative improvement over non-crit damage vs. Thus, the higher the target's AC, the larger the contribution of criticals to average damage.The table below shows the relative damage increase from using a critically-hitting weapon, compared to a common baseline. But the number of regular hits does. The number of attacks that critically does not depend on target AC. If polearms and greatswords were equally damaging, polearms would be the strictly superior option - which may be a historically accurate rendition, but not one I want to adhere to in my swords-and-sorcery inspired campaign.In every case, players will have to choose - do they take axes to chop down doors or spears for reach? Or do they forgo these benefits, focusing on damage? In this aspect, the system works very similarly to one with variable damage dice.However, critical hits are automatic hits, which means they have interesting interactions with AC that must be analyzed. Shortswords are strictly worse than standard swords - but hobbits can wield shortswords in one hand, while they require two hands for an axe, mace or sword.A polearm has reach, and that's why it's not quite as devastating as the undisputed king of damage, the greatsword. This may not be entirely realistic, but it's good enough for me. In practical terms: it turns out greatswords and polearms "penetrate" armor better in this system. I want even Magic-Users to use swords if they want to - they just won't be as effective with swords as Fighters or Thieves.Secondly, the benefit of using a heavier weapon is relatively more important when the required to-hit roll is higher - that is, when target AC is higher. This is perfect for me, since I'm not using any class-based weapon restrictions. The Thief still gains a benefit from using a greatsword, but the gain is smaller than for a Fighter. In my system, this translates to: a Fighter deals greater (average) damage with a sword than a Thief does with a greatsword. Download god of war for android apk dataTurn two rolls into one, turn one roll into none. I think this counts as following the philosophy which the GLOG states as: "Consolidate ruthlessly. The baked-in math does all the magic. You simply note the crit range on your sheet when you pick up a new weapon, and it stays the same no matter what foe you're fighting - though it results in different outcomes. Armor type" system without requiring any table lookups, nor any secondary rolls. Let's choose the d4 as the baseline for comparison, since our earlier copmarison used a non-critting dagger/staff as the baseline.In our new system, let's say a 1st level PC (+1 to hit) is attacking an enemy in plate (AC 17, roll needed to hit = 16). But what about the damage increases overall? Aren't those percentages a bit high, you ask? To compare this to the original games, let's look at how much of a boost variable weapon damage in B/X gives you.
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