Major update to damage scaling


I've been doing a lot of thinking and experimentation with Chaos Reigns, and while I like the simplicity of it, I realized that the damage scaling is too much for certain situations.

In a fight between a 2 HD fighter and a bog standard 2 HD creature, both have the ability, if they utilize all their HD, to take each other out in a single blow. 

That works very well for solo games, because I have perfect information about the HD of the creature, so my decision is whether to engage the creature or not. It also works well with one-on-one play where the player is handling multiple characters, almost as a wargame, because it's also very quick. 

However, I think where this breaks down is in group play. The party does not have information about the HD of the creature they are going up against, and requires that decision point of "oh, this was a bad idea", which will likely not happen if they go up against a 4 HD ogre who takes a swing at someone, focusing all their HD into one attack, and deals a whopping 4-24 damage. 

I realized there is a very simple way of fixing this - instead of damage x HD (or actions) when focusing an attack, just do regular damage + extra actions. As you go up in levels, you will start to be able to do more damage, and so can the enemies, but it scales at a rate that makes sense. It's still a big deal, since damage is done with d6s. In addition, if you have enemies that are within range or you are surrounded, you are much more effective at higher levels as you can attack each one separately (without the bonus to your damage). 

However, where this starts to break down is missile weaponry, given the extended range, so I've accounted for that by allowing focused ranged attacks but not multiple ranged attacks.

Files

CHAOS REIGNS.pdf 804 kB
Dec 18, 2023

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