One way to vary damage by weapon type is to classify weapons as either light, medium or heavy, then roll two six-sided dice, and select the lower or higher of the two values rolled depending on the classification. This approach changes the probabilities of rolling above or below the average roll.
For light weapons, you can roll two six-sided dice, and take the lower of the two values. The result is that you score a four to six 25% of the time, and a six 3% of the time.
For medium damage, you can roll one six-sided die. The result is that you score a four to six 50% of the time, and a six 17% of the time.
For heavy damage, you can roll two six-sided dice, and take the higher of the two values. The result is that you score a four to six 75% of the time, and a six 31% of the time.
In FUDGE, I used to use a "Min/Mid/Max" die roll to assign damage in combat. Here's the info: http://members.dsl-only.net/~bing/frp/fudge/fudge4.html#sec4.63
ReplyDeleteRoll 3d6 and read the appropriate die. You could also read Min + Max or All 3. Gives a lot of variation.
Interesting! The mid might be a little constraining, but all three give some nice variation.
ReplyDeleteThe 5 different outcomes work pretty well to spread the results out. With 3d, mid is consistently better than min. It also occurs to me that you could use different dice? 3d4 vs 3d6 vs 3d8... Heck, I'd even try d4+d6+d8 AND keep Mid/Min/Max. Now that would be something...
ReplyDeleteThis is an inspired damage system.
ReplyDeleteCurrently, I employ the method of rolling 2d6 and pick the highest number for all two-handed weapons, but 1d6 for all others. I think the idea of rolling 2d6 and picking the lowest number for small weapons like daggers provides an elegant symmetry.
Well done!
Thanks for the encouragement! Of course, I agree with you...
ReplyDelete:D
Thanks for posting this. I've been using this system in my game and it's been working quite well, but I didn't know the exact probabilities. Thanks!
ReplyDelete