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6 votes

House rule for calculating attack and damage in one roll

Your house rule would change how damage works and how the game plays fundamentally. Hitting a thing and doing damage are two seperate rolls for a reason. So it can be balanced that something that hits ...
nvoigt's user avatar
  • 23k
4 votes

House rule for calculating attack and damage in one roll

Off top of my head, there are a few corner cases where this house rule needs to be perfected, such as when damage rolls are supposed to be re-rolled. For example, the Flames of Phlegethos feat (from ...
sigmud's user avatar
  • 167
7 votes
Accepted

House rule for calculating attack and damage in one roll

Frame challenge: keep the lore and flavour, but use a different system. I have to confess that I don't fully understand your proposed house-rules, but like the other answers here, I don't believe they ...
Dani O'Shea's user avatar
  • 1,734
4 votes

House rule for calculating attack and damage in one roll

There seems to be a misunderstanding of what a d20 roll means. A d20 roll doesn't measure the quality of the check. Instead, it provides a single binary value (either you pass, or you fail) that is ...
T. Sar's user avatar
  • 16.2k
15 votes

House rule for calculating attack and damage in one roll

It does not seem that this process will speed up the fights. The actual rules consist in making an attack roll: roll a d20 + mods check if the result is greater than the target's AC in this case, ...
Eddymage's user avatar
  • 28.7k
-4 votes

As a monk, can you make a melee attack roll using your Strength modifier, but roll damage with your Dexterity modifier?

Yes Attack rolls have the following general rule: Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is ...
Kirt's user avatar
  • 50.6k
4 votes

Does a Steel Defender's Force-Empowered Rend "involve Strength or Dexterity"?

No Attack rolls have the following general rule: Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is ...
Kirt's user avatar
  • 50.6k
9 votes
Accepted

Does a Steel Defender's Force-Empowered Rend "involve Strength or Dexterity"?

There are pretty good arguments that the Force-Empowered Rend is not related to Strength or Dexterity. As you pointed out, the to-hit uses "your spell attack modifier" and is obviously not ...
Jack's user avatar
  • 32k
-1 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Since your combat system seems very simple currently I guess that you want to keep it simple. Things you can put very simple as weapon stats: Different dice: having "2d6 and 2d8" or "...
datacube's user avatar
  • 330
2 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Embrace them all being the same, and let the players define the specifics If the main choice is just between reliable and risky, you don't need to explicitly define samey-feeling weapon categories (...
Kaia's user avatar
  • 734
3 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Your combat rules currently are very streamlined, with a single roll to determine hit and damage, and (it seems) consistent rules for a weapon for all characters who use it. This suggests that the ...
Guybrush McKenzie's user avatar
0 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

A simple solution would be to have a different minimum (floor) and maximum (ceiling) on the final result for each weapon.
Nelviticus's user avatar
8 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Use the dropped dice to add spice When they roll the 4d6, they use the 3 or 2 highest to determine their success, but what about the rest? The 1 or 2 dropped dice count for something too! Here are a ...
Mathaddict's user avatar
  • 1,819
15 votes

How can I make weapons of the same playstyle (reliable/risky) in my dice pool system (Feedback Loop) feel distinct mechanically?

Let me start by noting something that you probably already know, but which probably still bears repeating: "having lots of mechanically different weapon options" is not your end goal. "...
Ilmari Karonen's user avatar
3 votes

I need help calculating min/max damage possible with this character

I don't think your question is directly answerable. We don't know the parameters of your challenge, and that character's kinda complicated. Rather than vote to close, I'm going to try to answer your ...
Jack's user avatar
  • 32k
5 votes
Accepted

Successive, conditional opposed rolls (anydice)

The most concise way is to use the comparison operators. The >= operator produces a 1 if the left side is greater or equal to ...
HighDiceRoller's user avatar

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