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If there’s one thing I’m not super into, it’s how - as the binary hit/miss outcome of attack rolls is now decoupled from modeling a specific fictional act - it makes the two-step process of making an attack roll followed by a separate damage roll on a hit sound even more redundant than ever.
I agree that this is a problem; it makes the difference between rolling over vs under AC almost completely meaningless in the SIS. It’s not the only problem with my proposal but that’s a big one.
I’d personally be much happier houseruling all damage to flat, fixed numbers, perhaps adjusted up or down for high or low margins on attack rolls.
I can’t change that much or it’s no longer 5e; if I were to allow myself to make such changes I would’ve made them even more radical. But, as a thought experiment of doing what you propose (make a change bigger than I can do but smaller than I’d want to do) I’d rather house rule away the to-hit-roll, since that’s not really differentiated between classes, whereas damage is; fighters get more attacks, thieves get extra damage on sneak attack etc.
Like, if attacks are (unpredictably large) ticks on “death clock” until it’s time to strike, why this two-step process? Why so many zero rounds? 0, 0, 8, 0, 12, 23, 24, 0, 0, 4, 23… so weird. And, if that’s what I wanted, I could do that more easily by having a damage threshold; i.e. damage is counted as “max(0, roll-DT)”. The DT could even be different for each pair of combatants, from some formula or table of defensive power vs offensive power. I don’t know… or maybe I wouldn’t make it a “death clock” mechanic at all, I’d resolve fights in some other way completely. More akin to the War Machine system in the Rule Cyclopedia; take fortune at the end to its extreme: put a bunch a factors in (through a narrative & interesting process full of description & detail & interaction back and forth between SIS and rules) and then one roll to see who lives or dies, and if the survivor is left with any wounds.
But… back to 5e:
Sorry to be such a mindless follower / misinterpreter of @lumpley but… I think the solution might be to find out better mappings of “dice” events to “cloud” events, and I’m hopeful since I stumbled on the idea of providing a “do you kill her?” prompt outside the normal turn order.
If we could find semantics for the “hits” vs “misses” that isn’t wounding/killing; such as “staggered”, “shocked”, etc… uh… I’m not good at coming up with good things. Not to add rules consequences to those semantics beyond what’s currently there: HP loss.
Yeah, that’s what this is… me trying to keep the game’s original mechanics but changing the mapping between ‘dice’ and ‘cloud’. Not sure I’m doing a great job…
to start over; and unmap everything… here is the components we have here by the drawing board.
I haven’t pitched my “Oh, Injury!” suggestion (posted above) to the group yet; and next session is probably going to be on on Saturday (our scheduled main day is Tuesday the 14th but we were talking about putting in some extra sessions on Saturday and Monday). So we still have some time to fix this.
The introduction of a new “prompt” seems great; such prompts are great tools for more control over the granularity (whether we want to tune it to be finer or coarser) of the mapping without messing with the turn order. The equivalent of “how do you want to do this?” in Critical Role. The introduction of a wound threshold, if I end up going that direction, is a bigger intrusion, especially with the Fate inspired “one time use of advantage” idea.
We can see right away that what we have in those two lists, “Dice events” and “Cloud events”, don’t map up well;
it’s difficult to describe the dice events in a clear and interesting way and that isn’t inconsistent from player to player.
Ideally I’d want a carrot (how about a translucent dangling carrot) that affords/conveys a good mapping; the “wound” prompt bonus (adv/disadv) was my first attempt at that.
It doesn’t necessarily have to be the mapping that I originally proposed, it just has to be a mapping (of the existing mechanics, we can’t stop playing D&D in the middle of the campaign) to something that does make more sense in the SIS.