A funny observation about D&D4. In order to create a unique number range for their game, which I suspect has to do with breaking D&D3's OGL number ranges, they increased starting hit points and damages to very high numbers. Starting goblins and other first level creatures have 20-40 hit points, which in previous editions only had 1-8 hit points. Weapon and power damages similarly went up to compensate (but not by the same magnitude).
Now all is well and fine with those ranges, but it begs the question: why use polyhedral dice anymore? If your base hit points are so high, there is no real practical difference between a 1d6 weapon and a 1d8 one. With that many hit points, you might as well rate weapons on the number of d6's or d10's they do, and simplify everything to use d20's and one other dice type.
It is a legacy of the original Chainmail game, where every weapon did 1d6, and the adoption of polyhedral dice, which allowed some weapon variation. Later games (AD&D, etc) tried to balance lighter weapons, such as the dagger (by making it faster), to mixed results. We've house-ruled the lowly 1d4 dagger ourselves as well many times to make it more appealing. But overall, the 1d4 dagger remains a potent weapon against monsters that have little more hit points than it can roll, and combined with a double-damage sneak attack, the weapon becomes quite deadly.
Once hit points reach uber-high levels, the difference between weapon dice fades away, and the hefty ability score damage bonus comes into play (especially with D&D3's multiple attacks per round). It's like this in D&D4 as well, as you start looking for fixed damage adders from feats and other bonuses to raise your damage per round against these giant chunks of hit points.
D&D4 had to bring the monsters down a little in toughness in Essentials, but the hit points still remained high enough to make the unique polyhedral dice wane compared to the character card powers. Keeping the original dice ranges is one thing the OGL and other old-school games do right, they preserve the power of the polyhedral dice, and keep the math down to manageable levels.
In old-school D&D, it was common for a dragon to have 60 hit points, by D&D4 that grew to over 600. Beyond the chore of whittling that huge number down, choosing a 1d8 sword felt a lot better against the old-school dragon than the newer one. Think about blowing out your dice ranges when crafting your own game, and preserving the feel the dice give you with their unmodified rolls.
RPG and board game reviews and discussion presented from a game-design perspective. We review and discuss modern role-playing games, classics, tabletop gaming, old school games, and everything in-between. We also randomly fall in and out of different games, so what we are playing and covering from week-to-week will change. SBRPG is gaming with a focus on storytelling, simplicity, player-created content, sandboxing, and modding.
Tuesday, November 27, 2012
Blowing Out the Polyhedral Dice
Labels:
design,
Hak,
math,
OGL,
old-school,
today's games,
tomorrow's games
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