Fixed damage bonus?

SnowDog

Mongoose
Hi,

I got MRQ as soon as I had a chance but so far I have not played or run it. Now I am considering to use it with my (work in progress) home brew campaign setting.

I remember that strength gives a bonus or penalty dice for melee combat damage. In principle I don't have a problem with this but still I can see a possible problem if someone has so low strength that he gets a penalty dice. It can get a bit confusing when you are used to add all the dice together.

Has anyone bumped to this? Has it been a problem? Are there any official or home brew rules to change the bonus/penalty dice to a fixed number?

Thanks!
 
I decided to step down the damage. So if a character was ment to have -1D2 instead of him using a club doing 1D6-1d2, it would just do 1D4. If they had -1D4 they would do 1D2 with the club. With it all bottoming out at min of 1 damage.

If you look at the damage modifier chart just get the picture where damage should be stepped. I also like the idea of magic/legendary abilities/exeptional weapons stepping up damage.
 
Itto said:
I decided to step down the damage. So if a character was ment to have -1D2 instead of him using a club doing 1D6-1d2, it would just do 1D4. If they had -1D4 they would do 1D2 with the club. With it all bottoming out at min of 1 damage.

If you look at the damage modifier chart just get the picture where damage should be stepped. I also like the idea of magic/legendary abilities/exeptional weapons stepping up damage.


SNAP!

I hate that a typical Duck can do zero damage with his shortsword

Bites I step up as bigger jaws make more sense to me than the distintion between weapon damage and damage modifier



Grrrr
 
I ran a Conan campaign using fixed damage bonuses and it worked pretty well. I also find than rolling something like 1d8+1d4+1 for damage is rather clumsy, when this could be roughly averaged to 1d8+3 for greater speed and simplicity.
 
SnowDog said:
Hi,

I got MRQ as soon as I had a chance but so far I have not played or run it. Now I am considering to use it with my (work in progress) home brew campaign setting.

I remember that strength gives a bonus or penalty dice for melee combat damage. In principle I don't have a problem with this but still I can see a possible problem if someone has so low strength that he gets a penalty dice. It can get a bit confusing when you are used to add all the dice together.

Has anyone bumped to this? Has it been a problem? Are there any official or home brew rules to change the bonus/penalty dice to a fixed number?

Thanks!

Remove the 1d2 dices and treat that range as 0 damage bonus. Then you'll at least bump into that problem on a less frequent basis, and you don't have to roll insignificant dice.

SGL.
 
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