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From: slb@drutx.UUCP (Sue Brezden)
Newsgroups: net.games.frp
Subject: Re: ad&d mods for lesser damage
Message-ID: <150@drutx.UUCP>
Date: Fri, 4-Oct-85 17:37:48 EDT
Article-I.D.: drutx.150
Posted: Fri Oct  4 17:37:48 1985
Date-Received: Sat, 5-Oct-85 07:39:26 EDT
Organization: AT&T Information Systems Laboratories, Denver
Lines: 46

>dove@mit-bug.UUCP (Web Dove) writes:
>1) Roll all damage
>All adjustments to the damage of a weapon (magical plusses, ranger
>bonus vs giants, elf bonus with sword/bow, monk bonus with weapon,
>strength bonus ...) contribute to an additional die that is rolled and
>added to the basic dice of the weapon.

I rather like this.  I do get tired of characters who do 22 points
damage or such just by connecting with a target. (Probably because
I never seem to be one of those characters :-)  It seems a bit 
unrealistic that some characters always do incredible damage when they
hit.  I would probably have a mutiny on my hands if I used this, but 
might give it a try.

My only argument is when you say:

>(e.g. a +20 sword is possible though unlikely).

I had thought that +6 or so was the max.  I don't have my books with me
here at work, so I may be wrong.  Not that it matters much, but who
is playing the variant here, us or you?  (We play it so variant, that
I lose track.)

>2) damage reduction
>AC lower than 9 allows you to roll a damage reduction at the end of
>the round (i.e. after all creatures have swung at you).  

Not so sure about this one.  After all, your lower AC already means
you are harder to hit.  Are you sure this doesn't unbalance the game?
It does make logical sense, though.

Thanks for some interesting things to think about.  This is the kind 
of posting I like to see in this group.
-- 

                                     Sue Brezden
                                     
Real World: Room 1B17                Net World: ihnp4!drutx!slb
            AT&T Information Systems
            11900 North Pecos
            Westminster, Co. 80234
            (303)538-3829 

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