Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Reducing damage spikes
1dX is probably the worst of these, although that's debatable. This has huge damage variance, and I'd prefer to reduce the variance and make best and worst case closer to the middle: 1d40 becomes 1d20 + 10.
Generally something like ndX becomes ndX/2 + nX/4. This would happen before your AC check, GDR(if it applies), resists, etc. The same effect could be applied to player damage, but that is optional; it's a much bigger problem on enemy damage than your own.
mutliple dice example:
3d40 -> 3d20 + 30. I believe dice in crawl roll 0 to n-1 instead of 1 to n; if so, this changes from 0 to 117 damage to 30- 87 damage. Basically it just chops off the top and bottom and leaves the average right where it was.
This should reduce the number of sudden 1-2 shot deaths and make the combat feel more steady, which I believe are positive changes. There is still a large random component, but it isn't as large.
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