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?
Sounds like a fine idea! Why not?ReplyDelete
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.
Definitely worth a try, but I still prefer crit=full damage ^^ReplyDelete
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.
Sounds like a workable house rule to me.ReplyDelete
Sounds like a reasonable house rule, certainly worth an experiment.ReplyDelete
A rather elegant solution.ReplyDelete
what a neat idea!ReplyDelete
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.ReplyDelete
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.