I saw an interesting innovation in Warriors of Dyfed. It uses one of the d6’s in the move roll to determine damage. It made me think of World of Adventure, since the only dice used are d6’s. Perhaps it might look something like this:
When you attack an enemy in melee, roll+STR. *On a 10+, you deal your damage to the enemy and avoid their attack. The damage you deal is equal to the higher of the two dice rolled, plus your playbook’s damage bonus. At your option, you may choose to do additional damage equal to the lower of the dice rolled; if you do, you also expose yourself to the enemy’s attack. *On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. The damage you deal is equal to the lower of the two dice rolled, plus your playbook’s damage bonus.
Of course, I haven’t figured out how to incorporate the enemy’s damage yet.
In VoD, the enemy’s damage can be determined by taking your lowest d6 and adding any negative traits you have, I think.
Anyways I brought the same thing up in our internal discussion but I seemed to be the only one taken with the mechanic! Glad to see you like it, too.
I tinkered with that for Heartbreaker World. I seem to recall that on the 10+, the higher your bonus to the original roll, the lower your average damage. Which felt really wrong to me.
I’ve been using something similar in my games and so far it feels great. It speeds up the H&S and Volley moves a bit and for a reason I can’t explain, I’m always a fan of combat rolls that resolves both attack and damage on the same roll (i.e FFG’s Warhammer/Star Wars/Genesys system, Fate, etc)
I was using the opposite though. Your normal damage is the lowest dice + playbook damage bonus. On a 10+ you can chose to take highest dice and expose yourself to their attack.
It actually might be better the way WoD does it because it doesn’t grant you any advantage when you roll doubles and get 10+.
Although, doesn’t adding both dice + playbook damage bonus a bit much? I mean, you could do like 15-16 dmg on a single attack (vs 11 maximum RAW if you’re a Fighter with a longsword).
Well, I guess the reason why I love a single combat roll that resolves both attack and damage at once is because I really dislike when you barely hit your target but do maximum damage or a very good hit that do like 1 or 2 damage.
Addramyr Palinor Yes, that’s how I feel as well.
Here is the single-damage hack I made for DW…
docs.google.com – Single Roll Damage Hack for DW
Yochai Gal Yeah I know, look in the doc it says :
Moves
Here are some adjusted moves, written by Addramyr Palinor.
😛
Yochai Gal I think I’ll still rewrite H&S closer to WoD because prefer dealing with really high damage on 10+ vs having some cases where rolling 10+ doesn’t allow you to do more damage.
Addramyr Palinor oh I know, that’s why I thought of it!
Peter J I’m curious, what are the playbook damage bonus?
I’m not even sure if WoD uses same playbooks as DW but if so, I’m guessing:
d4 +1
d6 +2
d8 +3
d10 +4
Addramyr Palinor Vagabonds of Dyfed doesn’t use playbooks, it would depend on the sum of your relevant tags to determine the bonus.
Peter J Hmm and what’s the “average” sum of tags usually? It ranges from what to what?
Between +1 and +3. Probably towards the higher end for a dedicated fighter.
I did the math for fun, basically, it means WoD ditch a way higher average damage output than DW. Are the monsters usually having more HP? (do they have HP at all… I really should read it lol)
(DW fighter, average of 5.5 dmg
WoD would be around 8 dmg)