Monday, January 12, 2015

Hit Dice Type by Class and Damage by Hit Dice Type

Hit Dice By Class


Before Supplement I, everything in the D&D universe rolled 1d6 plus a modifier for hit dice.  At first level, the Fighting-Man had the slight potential (1d6+1 HP) to have more hit points than the magic-user (1d6 HP) or normal man (1d6 HP).  Supplement I introduced hit dice type by class; d8 for fighting-man, d6 for cleric, d4 for magic-user (and thief which was also introduced in Supplement I.) and d8 for all monsters. As already pointed out, the primary method in D&D of simulating fighting prowess is the “to hit” table, and hit points. Hit dice by class gave the fighting man a much greater potential to deliver damage in combat versus other classes and normal men, which was then increased further by the variable weapon damage option. Mr. Gygax “highly recommends” the adoption of the hit die type by class, an injunction he does not make for the other optional rules, and the system is standard in all other editions of the game.

If the hit dice by class system is adopted, then what are we to do regarding damage dice? The symmetry of 1d6 damage for most attacks and 1d6 hit points for most living things is broken. Should a first level fighter with the potential for 8 hit points plus a possible constitution modifier be able to withstand a successful attack at max damage from a weapon? If it’s wielder has an exceptional strength the potential for a killing blow exist, but exceptional strength is well exceptional , the odds when rolling 3d6 in order for ability scores  of having a damage bonus are low enough to be discounted in this scenario.

I argue that yes, in fact a first level fighting man should be able to weather a maximum damage blow from anything other than a monster or another fighter. This is fundamentally what separates a fighting man from a normal person at first level.  The most elegant way to simulate this idea is the adoption of the hit dice by class rules! Allow the fighting man to roll 1d8 for hit points and roll 1d8 for damage, while a normal man (or cleric) rolls 1d6 for hit dice, and 1d6 for damage, and a magic user (and thief)1d4/1d4. This reflects the additional training and toughness that separates a first level fighting man from a normal human, the bravery of a first level cleric wading into combat, and the weakness of magic users and thieves, who have neglected physical training in order to pursue specialization.

Rolling damage dice by class adds to the D&D system in several ways.
1. It eliminates the problems with variable weapon damage.
2. It reflects the combat prowess of the various classes in an elegant way that is both easy to remember, and is still inside the potential damage range of the variable weapon damage system. (Most fighters will use a d8/d10 weapon in the variable system, most clerics a d6, most magic users a d4.)
3. It preserves the symmetry of one successful attack by a “peer” being able to kill.  (A 1st level fighting man could slay another 1st level fighting man in one blow, but a magic user will have lower odds of doing so, only able to kill the fighting man if he is a weak fighter with 50% or less of his potential hit points.)

The system
Supplement I. hit dice by class rules will be used.
Variable weapon damage will be abandoned in favor of damage dice by class per the following:  


Weapon Type and Damage Dice
Class
Small
Medium
Large
Fighting Man
1d8-1
1d8
2d8+1
Cleric
1d6-1
1d6
2d6+1
MU & Thief
1d4-1
1d4
2d4+1

Notes on Table
Small Weapons - may be concealed , may be used in the off hand for a +1 to hit , may be used with a shield for a +1 to AC, minimum damage is 1.

Medium Weapons - may be used with both hands for a +1 to damage, may be used with a shield for +1 AC, may be used with a small weapon in the off hand for a +1 to hit.

Large Weapons - require both hands to use, encumbering, roll two damage dice and drop the lowest.  

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