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Disemvowel wrote:For the mathletes, how much impact to the game would exist if damage dice were exploding? Roll a 6 on your d6 damage roll, roll again and add to first result. This could allow for the occasional brutal strike.

Disemvowel wrote:For the mathletes, how much impact to the game would exist if damage dice were exploding? Roll a 6 on your d6 damage roll, roll again and add to first result. This could allow for the occasional brutal strike.



si1vergecko wrote:I generally have found out that exploding dice are not a good idea. I recall playing a d100 system that has exploding dice built into it for any dice rolls between 91-100 and there was one point where an enemy against a player rolled over 600 on his offense against a PC, the GM even paused and said, "Does the chart even go that high?" Keep in mind if you give exploding dice to the players then enemies probably get it too and there will be that one part where that Hurlock comes out of nowhere and one shots a player.



Loswaith wrote:Though mathematically speaking the chance of a d6 exploding more than twice is rather small (about the same chance as rolling an 18 for the third explosion).


zanwot wrote:Exploding dice are not generally a good thing for game balance as they can dramatically alter an encounter's balance.
This, however, is correct.In this curcumstance, it is even more pointless as stunt points already can be used for the same kind of effect.


CRKrueger wrote:Right now, for me at least, damage isn't high enough for "Dark Fantasy". I think exploding on the added damage Stunt dice might be the simplest way to add more lethality.

zanwot wrote:That is a very good point. But exploding would introduce a devious lethality, ie it would not change the atmosphere dramatically but would introduce unexpected events.
I would advise to divide all hit points by two. I am considering it myself, but for now prefer to get experience with the by-the-book rules before making my fixes.


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