Today we tried something new. Our GM devised a system to speed up combat versus lowlevel characters. This replaces the regular Massive Damage rules:
A combatant receives +1d6 damage per +3 Str or Dex bonus for every 2 levels advantage he has over his opponent, and twice that amount for two-handed attacks. These extra dice explode, i.e. sixes are re-rolled and added up.
Sneak attack damage is rolled separately (as it doesn't explode).
Example: A level 8 fighter with Str 18 attacking a level 4 trooper with a two-handed blow receives +4d6 extra damage (factor 2 for 4-level advantage, factor 2 for two-handed attack, factor 1 for ability increment).
The extra damage is not multiplied on a critical hit.
The double bonus for two-handed attacks of course means that two-handed attacks are very favourable (and that after we nerfed power attack...). In today's session, the damage record was set by my lv 8 Barbarian with about 65 points in a single War Sword blow.
The first playtest shows that in such constellations, a damage output between 30 and 40 points is quite easily achieved. It also heavily favours the higher-level combatants because it's pretty much a one-way ticket.
Again, keep in mind that there are no more massive damage saves - even if a lowlevel mob hits a highlevel for 20+ points, the highlevel simply deducts the damage from his HP total and proceeds.
In evenly matched fights, however, there are no more shortcuts. Neither side gets a damage bonus, but inflicting >20 points in a mighty blow does nothing for you either.
I'm not quite sure how I like this concept. On the one hand, it's a bit slow because it really takes time to add up so many dice. On the other hand, lowlevel mooks do go down in a single hit pretty reliably, so I guess it speeds up this kind of combat over all.
But with the normal rules, you always have the option against a tough opponent to take a risk (i.e. high Power Attack) for the chance to force a MDS and cut the fight short. This doesn't work without MD.