ORACLE

10/21/2010

[Poll] Variable Weapon Damage or Unified 1d6 Damage for All Weapons?

I have a new poll posted. This time I am curious to find out how most old-school gamers handle damage when using older editions of Dungeons & Dragons (O/B/X), or Labyrinth Lord, or Swords & Wizardry? Specifically, do you use the variable damage rules (either official by-the-book rules or house-rules count), or do you use a unified 1d6 for all weapon damage? If you feel strongly about this one way or the other feel free to leave a comment.

14 comments:

Anonymous said...

I choose the same die type for all. Using different die types for different weapons is pretty much just an illusion of variety. Nobody ever willingly chooses to use the low damage weapons, even if it would make sense for their characters. And if you do make a character choice to use inferior weapons, there's always that nagging little fact that you aren't what you could be. But I know tradition holds a powerful sway over people, and variable damage is by far preferred.

Anonymous said...

I've used variable weapon damage (in one form or another) for most of my 20+ years of gaming. However, with my interest peaked over starting a new "Holmes" campaign, I'm going to try sticking with a d6 for all weapon damage, & see how my group & I like it.

Unknown said...

I do scaling Nd6 based on weapon and enemy resistances. Or I do fixed damage - no dice at all.

Yes, I'm a freak.

Clovis Cithog said...

http://www.youtube.com/watch?v=_hfLZozBVpM

weapon damage/ polyhedrals not only measures the force of the blow, but the weapon's reach, quickness and parry ability.

Hence a spear held in two hands (d8) is much more lethal than a club (d4) or a fist (d2)

One could make special rules for parry, reach and 1st strike capacity, but it is easier to assign greater weapon damage to the more EFFECTIVE weapon.

more weapon damage = greater survivability in combat

if you dont believe me;
grab a laddle (dagger) and challenge your friend with a broom (spear) to a pretend fight . . . then count how many times your friend hits you with the straw (spear tip) for each time you whack him with the laddle (short blade).

REGARDING ARMOR

Increased weapon damage also simulates the capacity of the weapon to land blows that distract, unbalance and daze your opponent (reduce his hitpoints) before you land the final killing strike.

Striking a helmet with a hammer is better than striking with a wooden club, as the hammer (more impact) is more likely to cause stunning or dazing even though there might be no loss of consciousness or skull fracture (NFL football players get serious concussions in spite of perfectly intact modern high quality helmets).

SPACE

– of course other factors would influence weapon usage such as the space in which the combat occurs; however, old school dungeons are typically spacious (10 foot by 10 foot corridors!)

In a cramped situation, the game master could rule that the advantage of the more lethal weapon (axe, halberd, spear, etc.) is compromised by applying a to-hit penalty which can be overcome by high levels of skill.

http://www.youtube.com/watch?v=f6Pnw-9A8qQ

Now axes and claymores inflict horrific wounds; however, upon battlefields or in close quarters this advantage is not fully exploitable.

From Vegetius:
“They were taught not to cut, but to thrust with their swords. For the Romans not only made jest of those who fought with the edge of their weapons, but also found them an easy conquest, a stroke with the edge, though made with ever so much force, seldom kills, as the vital parts of the body are protected by the bones and the armor. On the contrary, a stab, though it penetrates but two inches, is generally fatal.”

IN conclusion,
an experienced fighter depends upon his STRENGTH and SKILL to keep his opponents at the appropriate distance in order to most effectively deploy the tools of his trade.

Unknown said...

I am currently using a home made system with universal weapon damage dice. While I consider this to be a more cinematic and less realistic approach to weaponry, I find the players embrace it.

A gadgeteer that uses his huge wrench as a deadly weapon? That's what I'm talking about.

Newt Newport said...

I've voted with variable weapon damage, its what most DMs and players are used to, myself included, but I'm a bit perpexled why you are asking in light of your supplement. Concentrate on the rules tweaks/changes that you absolutely need to make to get your desired feel across. Keep a solid core. Also why not present both options, its not as if they take up much space in LL.

Peter Regan said...

I use variable damage 90% of the time. The other 10% of the time I use d6 damage for one-handed weapons and d6&d8 keep the highest score for two-handed weapons. For me that gives the correct amount of benefit to make up for not having a shield.

Unknown said...

I went with one die for damage, but I do use variable weapon damage if I use different HD for PCs/Monsters. But, I prefer d6 for both!

TB

Shane Mangus said...

@Newt - this poll is more for me than it is for the supplement. Variable damage vs. unified damage has been a hot topic of late and I was curious to see what most people would vote.

I have always used variable damage myself, but after speaking to several gamers who use unified damage I can see there is a wisdom behind the practice.

As for the supplement, I am sticking as closely to the Labyrinth Lord rules as written as I can. I do not see any need to change them when it comes to damage, and I will include both methods in the book.

@Clovis - thanks for the very detailed response. It was quite informative.

@All - thanks for voting and comments.

JDJarvis said...

I use variable weapon damage because I don't generally apply other combat rules that provide a difference in weapon use in different roles so variable weapon damage supports some differentiation.

Nick said...

I use variable weapon damage by weapon size, so that smaller weapons do d4, medium weapons do d8, and large weapons do d12 damage. Blunt weapons are one size smaller, so they deal d4, d6, and d10, respectively.

I'm used to variable weapon sizes, but I like the idea that you can pick whatever and have it be a reasonable pick, so I went with a compromise.

Alex Schroeder said...

I'll be using d6 for all weapons in my next campaign.

Anonymous said...

You know, I don't think I even knew that weapons were originally intended to do the same damage until many years after I started playing. I learned to play by (a) gaming with more experienced players and (b) skimming the Moldvay Basic book, and since the 1d6 damage for all weapons is "buried" in the text, where as the variable damage table is highly visible as, well, a table, I just ran with what I saw and never looked back.

As a side note, looking back over the rules, even the "example of combat" on B-28 doesn't make it clear that weapons are all supposed to do 1d6. The only time dice are specifically noted (as 1d6) it's for Morgan's bow and Frederick's axe, both of which do 1d6 under the variable system, too.

So there you have it. In my experience I never played with 1d6 for all weapons. Because I was a lousy (or at least lazy) reader :)

Chris Kutalik said...

I started with d6 damage with Holmes Basic and I distinctly remember it being the first rule I was very, very happy to drop when I got that copy of the all-mighty Players Handbook. Variable damage all the way!

And special kudos for Clovis' comments, very well put, sir.