Wednesday, November 21, 2012

Let's Math AD&D: Average Damage By Class

I've been thinking about AD&D combat lately, which means I've been making charts and spreadsheets and wearing pocket protectors and trying to avoid Ogre. Anyway, I looked at how the AD&D weapon chart and the proficiency by class worked together.

This has nothing to do with the post, I just felt weird doing a text only post :)

Now, before I begin, I'd like to explain the situation I find myself in. Playing games online is slightly difference from playing in person. In particular, I've noticed that the games I play in tend to have very simple combat. I rarely if ever see a battle map, probably due to technological limitations, so combat is static. Turns spent engaging in combat mechanics (As opposed to, say, any given cockamamie scheme the players have come up with to defeat the monster without risking bodily harm) are largely spent saying a hundred variations of "I attack with my sword." Most of the various fiddly bits of combat vs AC, reach, shooting into a melee, ect, simply aren't used. Initiative is a flat roll, usually a d6, sometimes with a Dexterity modifier, but never involving weapon speed or spell casting times. This means that a weapon's stat line is often reduced to just a damage number, and for this reason I'm just evaluating the damage capabilities, and not taking into account weapon speed, reach and miscellaneous.

Format: X/Y, where X is damage to small or medium targets, and Y is damage to large targets. So like if I say "4.5/5 DPR" I mean that the weapon deals 4.5 damage per round to small or medium targets, and 5 damage per round to large targets.

FIGHTERS, RANGERS, PALADINS, ASSASSINS
  • One-handed weapon: broad sword: 5/4.5 DPR
  • Two-handed weapon: heavy lance: 6/10.5 DPR.
  • Two-handed weapon that you can expect to actually use: two-handed sword: 5.5/10.5 DPR
  • Missile weapon: tie between arrows or javelins: 3.5/3.5 DPR
  • Highest possible damage: two-handed sword: 10 damage
CLERICS
  • One-handed weapon: morning star: 5/4.5 DPR
  • Two-handed weapon: lucern hammer: 5/3.5 DPR.
  • Missile weapon: sling bullets: 3.5/4.5 DPR
  • Highest possible damage: lucern hammer: 8 damage
DRUIDS
  • One-handed weapon: scimitar: 4.5/4.5 DPR
  • Two-handed weapon: lucern hammer: 5/3.5 DPR.
  • Missile weapon: sling bullets: 3.5/4.5 DPR
  • Highest possible damage: lucern hammer: 8 damage
MAGIC-USER, ILLUSIONIST
  • One-handed weapon: dagger: 2.5/1.75 DPR
  • Two-handed weapon: quarter staff: 3.5/3.5 DPR.
  • Missile weapon: dart: 1.75/1 DPR
  • Highest possible damage: quarterstaff: 6 damage
THIEF
  • One-handed weapon: long sword: 4.5/6.5 DPR
  • Two-handed weapon: Not usable by class
  • Missile weapon: sling bullets: 3.5/4.5 DPR
  • Highest possible damage: long sword: 8 damage
MONK
  • One-handed weapon: tied hand axe or jo stick: 3.5/2.5 DPR
  • Two-handed weapon: bardiche: 5/7.5 DPR
  • Missile weapon: heavy crossbow: 3/4.5 DPR
  • Highest possible damage: bardiche: 8 damage


OKAY BUT WHAT IS YOUR POINT
Let's see how Fighters, Thieves, Clerics and Magic-Users stack up.

  • Fighters and Clerics can both reach a respectable 5 DPR with one handed weapons, with Thieves trailing just behind at 4.5. Magic-Users trail at a lowly 2.5.
  • Fighters are able to reach 6 DPR with two-handed weapons, followed by Clerics at 5 and Magic-Users at 3.5. Thieves do not use two-handed weapons.
  • Fighters, Clerics and Thieves can reach 3.5 DPR with missile/thrown weapons, while Magic-Users only reach 1.75 DPR.
  • Fighters can use the highest damage weapons, capable of dealing up to 10 damage. Clerics and Thieves can deal up to 8, and Magic-Users can deal up to 6.

YES, AND?
Okay, well, look at that again. Fighters (d10 HD) can deal 10 damage. Clerics (d8 HD) can deal 8 damage. The thieves and magic-users (d6 and d4 HD) actually get bumped up one dice to 8 and 6 damage, respectably. Note the tendency to bump damage up, not down. It's also worth pointing out that missile weapons almost never compare to melee weapons in terms of damage, the fighter maxing out at 6 damage with a bow compared to 10 with a melee weapon. It's also a flatter progression, with clerics and thieves able to deal 5 damage, and magic-users dealing up to 4.

Now, this is interesting in a game being run with super simplified combat, in that if weapons are reduced to simply a damage number, then there is no reason to not chose the most damaging number. In that case, why not just remove the weapon tables completely and just base damage off of the class?

This is one of those incredibly simple ideas that I'm positively sure someone else has come up with before I, but here is how I would use it:

Characters wielding one handed weapons deal damage equal to their hit dice. Two handed weapons (or one-handed weapons held with two hands) increase the die by one size. "Light" weapons (daggers, knives, spiked gauntlets) and improvised weapons (broken bottle, fire place pokers) decrease the dice by one size, as do all missile weapons. Anything dealing less than 1-3 damage rounds up to that point. No change based on the size of the opponent. How does this look now?


  • The strongest combat class, the fighter, would deal 1-10 with a long sword, 1-12 with a two-handed sword, 1-8 with a dagger and 1-8 with a bow. His average DPR, in order, is: 5.5, 6.5, 4.5, 4.5.
  • The weakest melee class, the magic-user, now deals 1-4 with a longsword (well, he isn't proficient with it, but this is just for illustrating my point), 1-6 with a two handed sword, 1-3 with a dagger, and 1-3 with a bow. His DPR, in order, looks like this: 2.5, 3.5, 1.75, 1.75


Special Cases: Barbarians (from Unearthed Arcana) with two handed weapons get a +1 to hit and deal 2-13 damage (Maybe +2 to-hit and damage? I should look over that class description again). Monks unarmed damage always rounds up to be at least equal to a light weapon.

5 comments:

  1. Not the first to think of this but like the mathematics.

    I'd simplify it further, 2 hand, 1 hand, heavy ranged (bow); light ranged (hand axe, dagger)

    Fighter: 1D12, 1D10, 1D8, 1D6
    Cleric: 1D10, 1D8, 1D6, 1d4
    Thief: 1D8, 1D8, 1D6, 1D6
    Magic User: 1D6, 1D4, 1D4, 1D4

    Other Ideas
    Elf Fighter: 1D10, 1D10+1, 1D8+1, 1D6
    Dwarf Fighter: 1D12+1, 1D10-1, 1D8+1, 1d6-1
    Barbarian 1D12+1; 1D8, 1D8, 1D6

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  2. How about everyone does their Hit Die type in damage, but:

    With two-handed melee you get +1 damage
    With two weapons you get +1 to hit (right hand if attack roll even, left hand if odd)
    With weapon and shield of course you get the +1 AC

    Again, taken from the general blog-o-blag-sphere.

    The following is my immediate contribution:

    Monks always get +0.5 damage per level regardless of armed or unarmed, rather than gaining higher damage dice, but will get multiple unarmed attacks at high level so it's worth using. If you do this, remove any restrictions for Monk unarmed attacks such as in the DMG related to size of opponent.

    I understand your position that for games you play in, the only weapon feature used is damage. But weapon speed and length can be really useful:

    In the 1E DMG it says when closing with a charge the one with the longer weapon will strike first regardless of initiative. So if the PCs have spears, they can effectively win initiative on the first round. But then on later rounds, you roll opposed group initiative, and if there is an initiative tie you break the tie with weapon speed.

    More importantly, if there is a great disparity (double or 5 points) in weapon speed in such a tie, the faster weapon strikes twice! If there is a 10-point disparity (probably only with a nonmagical two-hander vs. unarmed/dagger or a magical one-hander) the faster weapon strikes twice before and onc again after the slower!

    Which means, one round in six, the fast weapons get a bunch of little stabs in. If a Dagger (2.5 avg) strikes against a Broadsword (5 avg), the Dagger gets an extra hit per six rounds, for 17.5 vs. 30 per 6 rd.

    Of course, this amount is trivial and unpredictable, and only gets better when fighting with magic weapons (faster) against nonmagical ones. Finally, weapon speed is really just a penalty for PCs and other tool-using humanoids since (as far as I can tell) monsters don't have a weapon speed rating until 2E. Looked at another way, it's a subtle bonus for Monks.

    While I like these two rules, they're easy to get rid of.

    ReplyDelete
    Replies
    1. I absolutely love using reach and weapon speed in play if I can wrangle my players into caring. However, I actually never noticed the rule about fast weapons possibly getting two attacks, that's really fascinating and makes me really want to go pour over some weapon tables and try and run some more calculations involving speed.

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  3. There's also a simplification of ranged weapons you included which I do usually see taken into account: Rate of Fire. The heavy crossbow can't actually fire each round, which reduces the DPR. Likewise, darts can be thrown, if I remember right, 4 per round, with bows also getting multiple shots.

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    Replies
    1. Do characters without multiple attacks get to use ranged weapons multiple times? I always thought RoF was restricted by a character's number of attacks per round.

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