Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and…

Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and…

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?

6 thoughts on “Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and…”

  1. 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.

  2. 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.

  3. 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.

  4. 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.

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