"Explosive" Dice Enchantment [Archive] - Wizards Community

Post/Author/DateTimePost
Deviston

02-14-05, 11:53 AM
I just don't know what bonus to make it. Here's what it does:

When damage dice are rolled (( only for weapon damage, no extra ANYTHING at all, like fire or anything. Period. )) any dice that are maxed reroll and continue if maxed again. The wielder takes half of the explosive damage as a part of the enchantment.

If there are any revisions or feedback post it. Thank you.
tarkin

02-14-05, 12:17 PM
I redid this post because I realized I made some logical errors.

For your enchantment, it basically adds .5 damage per die, regardless of the die size.

I.E. 1d2 goes from 1.5 average to 2 average
1d10 goes from 5.5 to 6 1/9 average
1d6 foes from 3.5 to 4.09
2d6 goes from 7 to average of 8.12

This is a minute amount of average damage. Then consider the fact that the attacker also takes the damage - I would state this is a weak power, not worth even +1
ClementWillowbreaker

02-14-05, 12:23 PM
It reminds me of WoD's 10-again (and the ever-popular 9-again for shotguns :) ) rule. Sadly, that isn't an established kind of die mechanism for DnD, where things have a hard and fast limit, rather than allowing for infinite increases...which is kinda sad. Nothing is like using Paragon and Enhanced Medicine to reroll all your failed dice, and then reroll all your successes until they come up as failures, to figure out levels of damage for Decay...::single tear:: Slayers rock, btw.

But that was totally off track, and marks me as a WoDer...::dodges stones::

Its an interesting idea, and adds a certain flavor. Someone that actually likes probability could find imbalances based on the size of the damage dice of weapon...so maybe it would be better on the to-hit roll- a different way to Vorpal, perhaps- you keep on rolling to confirm the crit, multiplying the damage each time...man, I really like that...
Deviston

02-14-05, 12:54 PM
I dont know what WoD is . . . but i see the point of tarkin and I thank you. no explosive, thanks!
tarkin

02-14-05, 01:04 PM
Reread my post - I forgot that while the damage increase was variable, it is alway mathematically small, close to 0.5 average damage increase. Considering the attacker also takes the damage, is not even worth a +1 bonus,
Deviston

02-14-05, 01:20 PM
. . . . then what if the weilder took no damage? what then?
Ogre4Hire

02-14-05, 02:47 PM
It still wouldn't be worth it.
tarkin

02-14-05, 05:09 PM
How about this:

If any dice rolls maximum damage, you triple that dice.

While it does rarely result in lots of extra damage, average damage is only 2 pt higher.

1d2= 1/6 (average 3.5, or plus 2)
1d6= 1/2/3/4/5/18 (average 5.5, or plus 2)
1d10= 1/2/3/4/5/6/7/8/9/30 (average 7.5, or plus 2)

(note for things like 2d6, you should only triple the one dice that got a 6)

+2 pts of average damage seems worth a +1 enchantment to me.

Forget about doing explosive damage to the wielder that is not neccesary.

Now, yes, geting a flaming weapon would do more damage usually, (+3.5 average for flaming not +2) but remember that the explosive damage would also go up with criticals. I think it is a fair enchantment.

------------

+1 enchantment, any time your weapon damage dice rolls the highest possible number, you triple it.