In a recent post, I pondered the idea of adding some of the neglected dice to my original D&D games. More or less I was observing how one could replicate the average scores of magic weapons that normally use a d6 with these other dice. I’m still considering these dice for aspects of OD&D, but now I am looking at ways that allow players to throw a handful of six-siders and partake in that exercise normally limited to Magic Users and Elves.
All of this harkens back to the What Price Glory series of posts from last Summer, wherein I detailed optional rules packets for adding more depth to D&D combat. In particular, the Multiple Dice portion of the Damage packet that was offered then.
Part of that option was the idea that magic weapons all allow the wielder to throw an extra d6 when rolling damage, and take the higher result. Thus far in my games, this has been a nice additional option. But I want MORE dice. I’ve slightly modified the What Price Glory Multiple Dice option, and added more dice for magic weapons, as follows.
Multiple Damage Dice: The amount of dice used to determine melee damage is a reflection of Class, Level and Weapon. In all cases, roll the number of six-siders indicated, and take the highest result.
Standard Melee Damage: 1d6.
Fighting-Man: Level 1-3: no bonus, 4-6: +1d6, 7-9: +2d6, 10+: +3d6.
Clerics: Level 1-5: no bonus, 6+: +1d6.
Magic Users: No bonus.
Magic weapon, +1: +1d6.
Magic weapon, +2: +2d6.
Magic weapon, +3: +3d6.
Thus, the maximum damage with this option does not exceed 6, unless of course you couple this option with the second part of Multiple Dice, to quote:
When rolling Multiple Dice, while only a single die is used to calculate damage, any die that rolls a 6 and is not used as the highest result will add 1 damage to the attacker’s total. For example, if a Fighting-Man throws 3d6 to determine damage, and comes up with three sixes, his base damage would actually equal 8 (6+1+1) .
The Rule of 6: The highest result is used for damage, other dice are considered bonus dice. Any bonus die which rolls a 6 adds +1 to the total resultant damage.
A 10th Level Fighting-Man with a +3 weapon would have the luxury of throwing 7d6 anytime a hit is scored. Is this as powerful as a weapon that deals 1d6+3 each round? Perhaps not, but it is certainly more entertaining from my point of view.
With some tinkering, Multiple Dice could be used for Cleric Cure Spells as well. For example, something like a bonus d6, use the highest result(s), at Levels 3, 6 and 9. Currently I’m somewhat liberal with Cleric Cure bonuses, allowing a 1 hit per Level of the caster bonus. But, MORE dice is always better. Most everyone has a ton of six-siders anyway. Might as well use them for more than a hall full of Goblins.
~Sham, Quixotic Referee