Quote:
Originally Posted by ericthered
yes, 3.5 is the average value. I choose 4 because it means every damage step increases damage taken by 1 point with no .5 steps and it make the math cleaner. It increases the damage, but not by much,
What I said above. I use the 2d for all damage. if the table says 5d, its an average 20 damage, multiplied by (2d-2)*.2. 3d is 12*(2d-2)*.2.
If you want everything to be a 3d shaped curve (for when damage should be more consistent) take the average damage and multiply it by (3d *.1). That will increase the damage by a little bit, but if that effects your HP-Damage-DR balance, you're walking a tightrope as it is and the change in the curve shape will hurt you as much as the increase in damage.
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Thanks! Using the 2d formula, you can end up with 0 damage though (if you roll snake eyes), but maybe that doesn't happen often enough to be a problem.
What would you use to get results on 4d, 5d, or 6d curves? I'm considering a house rule to make damage for higher skill level fighters increasingly consistent.