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Random Damage Bonus versus Static Damage Bonus

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  #21 (permalink)  
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Originally Posted by The Last Conformist View Post
I'm afraid the logic of this convention escapes me completely.

(Also, it plain doesn't apply to SB5, where a 1H mace does 1d6+2 damage. I thought the new BRP book took its close combat weapon stats from SB5?)
I was not advocating either RQ or SB. In fact I see maces having a higher minimum, as in SB, as being more realistic. The point is that they are different and they should do different damage.

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I don't see the point in difference for difference's sake.
peterb has already replied to this.

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(in fact, the sword is slightly better at punching through armour).
Flexible armour. This was the point. Vs. hard armour, sharp weapons are more effective.

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Also, as was already mentioned, flat adds leads to the anomaly where you can't get grazing hits. This is particularly noticeable in CoC with rifle damages like 2d6+4.
But a grazing hit is impossible with a weapon that is basing its damage on sheer impact force. You cannot be grazed by a modern .45 shot, and I am very uncertain about a heavy maul grazing anyone, too. An arrow or a super-sharp katana is another story. The point is exactly what you have just reminded us: the SB way where blunt weapons have the highest minimum is superior to the RQ way where the sharp weapons do. But whatever the right way, having a difference is realistic.
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Originally Posted by RosenMcStern View Post
You are just assuming that "It is good because it was in RQ4".
This assertion is incorrect. I've only recently seen RQ4 (RQ:AiG) so I am not a long-time devotee. I believe that absence of "+1"s for weapon damage is good, and only saw that RQ4 didn't have them when I looked it up prior to posting here.

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Originally Posted by peterb View Post
When designing a RPG, one has to take the "game" part of it in consideration. Giving players the possibility to make choices makes for a better game. So, from that perspective, it's good game design to let scimitars do 1d6+2 in damage and a mace 1d8.
Absolutely. But what with different Special effects, I'm sure there would still be enough differences between weapons to give interesting in-game choices. By all means keep a flat bonus for some weapons, where it seems specialy justified. Perhaps the ones currently having +2's could be reduced to +1's, and the +1's dropped. If you like difference, there seems more of a difference between one with a bonus and one without, than between two similar bonuses.

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Originally Posted by The Last Conformist View Post
I'm afraid the logic of this convention escapes me completely.
Same here. For BRP it's Scimitar d8+1 and L.Mace d6+2 (H.Mace d8+2). So much for the 'curved edge' theory.
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Originally Posted by frogspawner View Post
I use flat damage bonuses and they work just fine.
I think they work ok for normal humans with a +1 or maybe +2 fixed bonus, it is when you get into higher bonuses the fixed system starts to bug me. A fixed +5 bonus is just brutal, I much prefer a variable d8 or d10 bonus to a fixed +5.

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Originally Posted by frogspawner View Post
No-one has objected to Bladesharp's flat damage bonus. So I think it's just that most people around here are accustomed to variable DB's, and the grainy progression they give.
Funny you mention that - I almost did mention bladesharp in my last post as an example of how lethal fixed bonuses are. Bladesharp 3 or 4 are very lethal spells, turning a d8+1 weapon into a d8+5 weapon is brutal in most games. Though that is a magical effect, and can be justified as such.

I just prefer a more variable range for damage - and have argued the same in the weapon damage threads of days past. The 2d6+4 rifle damage in CoC makes it impossible to do a minor wound in a hit location system, yet in real life people a grazed only moderately wounded by large caliber rifles frequently. I would prefer 2d10 to 2d6+4 any day. The average damage is the same, the round is potentially more lethal, but it is still possible to do a 2 point wound (though really there is only a 1% chance of that happening). Let a .50 cal do 2d20. The average shot is still going to kill any human, hit locations or not, but at least there is a chance of surviving, however slim.

Long story short (I know, too late for that...): More variable damage allows for a more realistic (in my opinion anyhow) range of results.
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Originally Posted by Rurik View Post
I think they work ok for normal humans with a +1 or maybe +2 fixed bonus, it is when you get into higher bonuses the fixed system starts to bug me. A fixed +5 bonus is just brutal, I much prefer a variable d8 or d10 bonus to a fixed +5.
I can see what you mean.

I realize now that I must be used to playing at the low-end of the damage-bonus scale. So let me qualify what I said - at that end, flat bonuses work fine.

If it's a Big Ugly Monster doing lots of dice damage anyway, a big flat bonus probably isn't too offensive, either. But for a super-strength character-type, with a small-ish one-or-two die weapon, I can see that it would be. It's a matter of taste, but I'd probably agree that at about +5 it starts to break down.

However - is this a problem that should be solved in a different way?

I suspect the real problem may be that small weapons should not allow big bonuses (i.e. getting a +2d6 damage bonus when wielding a toothpick is clearly wrong). Has anyone previously recognized this problem and got a good scalable solution to it? One that isn't just the GM saying "that's silly"?
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Originally Posted by frogspawner View Post
I can see what you mean.

I realize now that I must be used to playing at the low-end of the damage-bonus scale. So let me qualify what I said - at that end, flat bonuses work fine.

If it's a Big Ugly Monster doing lots of dice damage anyway, a big flat bonus probably isn't too offensive, either. But for a super-strength character-type, with a small-ish one-or-two die weapon, I can see that it would be. It's a matter of taste, but I'd probably agree that at about +5 it starts to break down.

However - is this a problem that should be solved in a different way?

I suspect the real problem may be that small weapons should not allow big bonuses (i.e. getting a +2d6 damage bonus when wielding a toothpick is clearly wrong). Has anyone previously recognized this problem and got a good scalable solution to it? One that isn't just the GM saying "that's silly"?
Turn the +5 into a +1D6-1; or just a +1D6. +4 is just +1D4.

The damage bonus is for the force behind the blow (at least, that's how I understand it). Not only would you get a toothpick in the eye, but also a few knuckles. However, if you're sticking a toothpick into a prone character's eye, then it just succeeds as the character can't fight back.
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Ah, the Giant-with-a-dagger paradox! Maybe just "damage bonus cannot exceed base weapon damage"? (Or twice base damage)?

But again, impact-based weapons benefit more from strength, so a general rule may be impossible to define. A realistic rule might become too complicate for most groups to adopt, as most players prefer KISS games.
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Originally Posted by RosenMcStern View Post
Ah, the Giant-with-a-dagger paradox! Maybe just "damage bonus cannot exceed base weapon damage"? (Or twice base damage)?

But again, impact-based weapons benefit more from strength, so a general rule may be impossible to define. A realistic rule might become too complicate for most groups to adopt, as most players prefer KISS games.
There's no paradox, the giant's hand is too big to use a dagger effectively. Unless he's going to jab you with it like a toothpick
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Ah, the Giant-with-a-dagger paradox! Maybe just "damage bonus cannot exceed base weapon damage"? (Or twice base damage)?
Yes, exactly. It'd probably have to be some rule like that - but I was just hoping someone might know the perfect, elegant and, yes, Stupidly Simple solution.

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There's no paradox, the giant's hand is too big to use a dagger effectively.
Sorry, but that's just the GM saying "it's silly". The paradox remains.
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Ah, the Giant-with-a-dagger paradox! Maybe just "damage bonus cannot exceed base weapon damage"? (Or twice base damage)?
One way might be to rule that when a creature uses a weapon with a STR requirement less than one third of his own STR then the weapon only adds +1d6 extra damage to his damage bonus. If the creature STR is more than four times higher than the weapons STR requirement then the weapon adds a flat +2.

Example: a Giant with STR 45 that uses a Halberd (req. STR 13) does 6d6+1d6 damage. If the Giant used a dagger it would do 6d6+2. If the Giant uses a trollmaul, it could make use of the momentum of the weapon and do 3d6+6d6 in damage.
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Originally Posted by frogspawner View Post
Yes, exactly. It'd probably have to be some rule like that - but I was just hoping someone might know the perfect, elegant and, yes, Stupidly Simple solution.


Sorry, but that's just the GM saying "it's silly". The paradox remains.
I know, I was just trying to make a funny that didn't succeed.

Either way, if a person were to use a toothpick or a giant a dagger in the heat of battle, it would more resemble a punch than a stab--even though they would be stabbing with a toothpick/dagger. Therefore, the damage modifiers would remain in place.
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