Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and “extras” to DW combat. Any thoughts?
Originally shared by Tony C
Anyone ever tried static damage in Dungeon World? For example, instead of a d10 base damage, the fighter would do 5 base damage. How much would change?
The thought occurred to me during our game last night. The Dwarven Fighter charged a goblin and rolled a “1” on his damage. Boo! I just thought it was kinda lame that a trained dwarven warrior can’t take down a goblin in one hit. I realize that there are numerous ways of narratively explaining the 1 HP damage. I was just thinking about implementing base static damage. It takes out the randomness of damage, but, to me, it makes the “hack and slash” roll a bit more important.
As an option, when rolling boxcars (natural 12) the character could do max damage, or maybe 75% damage?
Any thoughts?
My personal opinion is that there are so much fewer dice rolls in a DW game that I enjoy this variability. But in an impromptu game when all we can scrape up is some d6 dice, I do it.
Funny – I saw a discussion lately about the cypher system (the damage is static there) about how to make it more dynamic 🙂
Towards the end of my campaign I started using average damage for monsters except “boss” type encounters. It saved time and made strategy quite a bit more important.
I was finding that the swinginess of the monster dice was becoming anticlimactic – in particular, my lesser monsters kept outdamaging more dramatic foes by virtue of weird die rolls.
I let the players keep rolling dice – they never really asked to do otherwise, but I would have let them try out average damage to see if they got bored.
One way is to replace the polyhedral dice with D6s exclusively, and apply a modifier. D4 damage becomes D6-1. D8 becomes D6+1, D10 becomes D6+2. Same average damage but less variation.
I feel like there’s an AW move or situation that could help here. I just can’t think of it off the top of my head.
Peter J Ooooh. Cool idea.
Two things here,
For static damage couldn’t you say fighter base damage 5 on a partial, +2 on a sucess?
As far as mook rules in SW, how about any sucessful hit takes a mook out. A partial wounds them and a second partial takes them out. And mook will last 1-2 hits tops.