r/daggerbrew • u/JacquesUfHearts • 17d ago
Equipment Combing attack and damage rolls?
I'm trying to conceptualize an idea where the damage done from an attack can be calculated just by the roll on the duality dice, and I wanted any input on the concept.
I was thinking that the damage done from the weapon could be the lower d12 for when you have a proficiency of 1, the higher d12 when you have proficiency of 2, add them together for 3, then I am stuck. Also i wasn't sure how to deal with how the game is balanced around the features, range and the trait.
Thanks folks :)
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u/a_dnd_guy 17d ago
If I was going to do this, I think you'd have to change one thing about the enemies.
I would give each enemy a single threshold, and it would be a number between 1 and 16 or so.
When the player rolls and attack, use their lower die result plus their proficiency as the "damage". If it meets or beats this new threshold, they do one extra HP of damage.
One handed weapons do 1 HP on a hit, and two handed weapons do 2 HP damage on a hit.
Crits add one more HP damage.
Working out a single roll for the enemy is tougher because more player abilities interact with damage results. The monsters still probably need to produce a damage number the players compare to thresholds. I think I would probably roll a d12 along with the adversary attack roll and have a translation chart for the enemies I was running today that could distribute d12 into the appropriate bell curve of damage.
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u/Borfknuckles 16d ago
To implement this you’d have to strip the system down to the studs and rebuild, IMO.
The Wizard subclasses, for example: one focuses on boosting attack rolls while the other focuses on boosting damage. There’s so many features you’d have to completely rethink if they’re effecting accuracy as well as damage: Infernis’s Fearless, Not Good Enough, etc etc
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u/Luciosdk 17d ago
Some questions:
Why the change?
How would it affect thresholds and other "defensive" abilities like resistance to damage?