Sunday, January 23, 2011

Critical thoughts - Non-variable *and* variable weapon damage?

I know, I just can't stop tinkering with this... ;)

But what if there was a way to enjoy all the benefits of non-variable weapon damage, but still get some use out of the variable weapon damage charts, and solve my indecision about how to handle critical hits - all at the same time?

Sometimes the best solutions are the ones "staring you in the face" the whole time.

So, next session, I'm going to continue using non-variable weapon damage, but use the variable weapon damage as the extra damage inflicted with a successful critical hit. So, a dagger, for instance, does an extra 1d4 with a critical hit, wheras a greatsword would do an extra 1d10.

What do you think? Worth a try, or ridiculous?


  1. Sounds like a fine idea! Why not?

    I do something related in that only many MAGIC WEAPONS do variable damage in my OD&D game. Normal weapons do 1d6. More interesting than magic weapons simply being +whatever.

  2. Definitely worth a try, but I still prefer crit=full damage ^^
    Interestingly enough, my players were totally at ease with no tables for crit but asked for a table for fumbles because they find that more fun in play.

  3. Sounds like a workable house rule to me.

  4. Sounds like a reasonable house rule, certainly worth an experiment.

  5. Nice. You'll usually have things as simple as the d6 damage vs d6 hit dice, but certain weapons will be weighted as advantageous simply for the potential of a crit. That's actually quite elegant.

    I personally like the way non-variable damage gives swords a less prominent standing on the equipment list, but if you don't find that as desirable as I do, this seems like a good way to have your cake and eat it to.



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