Information About My RPG Number 2

Author:

One of the major objectives of my RPG is to tie the final result of a skill attempt directly to the outcome of the die rolled while attempting the skill. For example, in other games when a player rolls a successful attack roll the player then rolls a separate die roll to determine the damage. The damage rolled is not affected by how well the attack roll succeeded. For example, if two players both need a 12 or higher on a D20 to hit the target and the first player rolls a 17 (and succeeded well above the target number) while the second player rolled a 12 (and barely succeeded) if both players weapon damage does the same amount of damage (for example 1D8) the second player could easily roll more damage than the first player even though the first player had a better attack roll.

For my RPG I change this so the damage is tied directly to the attack roll and in the above example the first player (that rolled the 17) would automatically do more damage than the second player (that rolled the 12). This assumes both players are using weapons with the same damage rating.

In my RPG each weapon is assigned to a damage class so that some weapons do more damage than other weapons. But all weapons inside the same damage class do different damage based on the attack roll.

I do all of this without any math needing to be done in the game. All the needed information is recorded on the Character Sheet, and the player just needs to look at the character sheet to see the damage done based on the attack roll.

Jason