Quote:
Crazy idea Kill the HP system and move to a minion like system. Same could be applied to players if wanted - could be brutal. Players fight: ( I am making the ranks and hits up on the fly) Minions - 1 hit and its dead Sub leaders - 2 hits and they are dead Leaders - 3 hits and they are dead Sub Commanders - 4 Hits Commanders - 5 Hits Bosses - 6+ hits Rather then focusing on damage you focus on attacks landing. |
I suppose one could develop a formula based on (Total monster HP)/(Average party [W] value) to determine how many [W] hits it takes to drop a given opponent. In such a system, however, you'd probably want to count a critical hit as 2 hits. However, this, too will remove a lot of the flavor from various powers - particularly those that grant a boost to damage.
Instead of using a set number of hits, perhaps eliminating damage rolls in favor of fixed damage would be a better option? Any non-critical damage dice would do average damage. Crits would remain unchanged at maximum [W]. Ferinstance:
A dagger-wielding Rogue attacks with Combat Advantage and lands a Sly Flourish. Normal damage generally looks like 1[W]
let's call it 4+3, or 7 |
minimum value + maximum value |
Average result on a d6 is 3.5; remember to drop fractions at the end of your calculations! |