Tuesday, February 5, 2008

Damage Bonus in Melee

In the current draft of the D100 Melee System, we add 5% of the strength as a damage bonus for hand help weapons. This is similar to the d20 model and It works well. A problem that has been realized is that damage is skewed towards always heavy damage. D100 has a radically different hit point model compared with D20 and so this skew causes a break down in the system against something monstrously strong, like a troll. A troll's strength of 200 has 1o point damage bonus. This means even if the troll were to make a hit with a club (1d4). When you combine that with the damage bonus for strength, the troll can do a minimum of 11 points and a maximum of 15 points. No one has an issue with the maximum, but the minimum seems unfair. Does the troll always get his full strength into the swing?

More Detailed Example of Issue
Take Opponent X, who is quite strong and has a 6 point damage bonus for strength. The weapon of choice is a club with 1d4.

If Opponent X connects and gets all their power behind the blow, they do 10 points of damage. SPLAT! Now lets say Opponent X falters some and connects. In the current system, any hit does a minimum of 7 points of damage.

Opponent X is strong, but do even the very strong always get all their power behind each blow. Rather, the very strong have tremendous potential for power behind each blow. Much the same as each weapon has its own potential for damage. Melee is a dance, some blows miss (we got that covered), some blows are blocked (we got that covered), some blows are shifted (we got that covered too) and some blows hit without full force and there in lies the problem.

Solution(s)
This is a little tricky to resolve because we want the system to be kept simple. We do not want to reference a chart each time in melee. We do not want a complicated formula, but we don't want a straight adder bonus either. What we are experimenting with is rather then having a straight bump to the damage roll, we have a second damage roll for the strength bonus. We are also trying out a combined damage roll that accounts for the damage potential of both the strength and the weapon.

For example:
Currently
- Short Sword 1d6
- 60 Strength: +3 on damage
- Hits do 1d6+3, or 4-9 points per hit
Idea #1 - 2 rolls for damage
- Short Sword 1d6
- 60 Strength: +3 on damage
- Hits do 1d6+1d3, or 2-9 points per hit
Idea #2 - 1 roll for damage
- Short Sword 1d6
- 60 Strength: +3 on damage
- Hits do 1d9, or 1-9 points per hit

This example shows a bonus roll that is not an easy dice roll. You would have to roll a d6 divided by 2. What do you do when the bonus is 7 or 9? Obviously this introduces some complexity that we do not really want to deal with. But at this point its just a concept. I'm partial to the single roll (Idea #2) but the debate and testing continues.

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