This was asked on facebook the other day:
How much damage should a lightning bolt (one from the sky, not magic) do?
Resulting in a BUNCH of answers, Most of them answering with the premise that the question uses the world "Should" and suggests the DMG is wrong and the OP wants a more realistic answer.
The underlying problem is, DnDs HP system doesn't easily allow for 'pure' damage, its 'related' damage.
When a character takes a blow from an opponent, its suggested that the HP loss is a total combined amount from sweat, exhaustion, pain, bruising as much as broken skin, bleeding, internal damage and destruction of vital organs.
It also suggests that higher level characters can take more sweat, exhaustion, pain and bruising, before getting severly tired, and actual damage is mitigated by the character dodging enough to reduce any real damage, relaxing the body enough at the time of impact to reduce muscular damage, AND the idea that a higher level character likely has taken a few blows and their skin is a tad tougher.
So a 1st level character with 8hp, taking 8hp wound is going to be in so much pain and shock, they are reduced to a blubbering mess, and possibly will die just from the shock of the blow.
While a 10th level character with 80hp, is going to feel a pang of pain, but will have 'mitigated' the blow as though it was only actually 1hp of damage if he were a 1st level.
This of course is often forgotten, players get the wrong impression that their character can take several hits from several weapons, and just keep going.
This of course is often forgotten, players get the wrong impression that their character can take several hits from several weapons, and just keep going.
But when you get involved with actual damage, it goes awry.
Spell lightning involved factors such as dodge, target missing, arcing off nearby metals, seeing the spell coming and getting partially or mostly out of the way, even when hit, where a higher level character can 'notice' these things and mitigate the damage taken, a low level character takes the full brunt of it.
But pure damage should ignore level, and be as equal in killing a high level as it does a 0th peasant.
I think DnD 2nd edition used to have damage dice as a value, and pure damage was multiplied by damage dice. Creatures had damage dice, so certain spells or effects would do d10 x damagedice. But some creatures had d4 damage dice, so a d10dd effect would likely kill them, but other d12 or d20 dd creatures, could likely survive.
<rant>Of course, the modern gamer can't even add up basic numbers to do their own experience, so trying to calculate damage dice would ruin the experience and destroy their immersion</rant>
This is one of the main reasons I liked Dragon Warriors. your health was just that, Health. Checking if the attack was better than your opponents defence, if their armour was thick enough to absorb the blow all came way before health. and health represented the wounds that would bring you closer to death. You were lucky if you got 1 per rank, so while a 10th ranked barbarian with 16 HP fared better against a 10th ranked sorcerer with 9 HP, it was not in such a magnitude of difference than a d20 fireball couldn't kill them both, and all the 6HP peasants standing around.
I took it a few steps further for DungeonWorld v1->3 but HP was a staple for roleplaying games, so I stuck with what players expected..
Version 4, was a time of stripping back to basics and redoing the engine from the ground up with what worked, and trashing the flawed, old-school, chunky rules and looking at what really mattered.
Game Speed, Player Understanding, Luck and Realism.
Players, looking at a situation, see 100HP, see 2d10 damage from opponent, see average 10damage, see 8 rounds of safe combat. Wade in, taking blow after blow, not caring, just need to burn down the opponents HP.
Some DMs will tell them the HP of the monster, and the players will cross reference their damage and say "oh no, we need X more rounds, then include a few heal spells, and viola", why bother rolling the dice.
Sometimes players will slow down their game, to figure this kind of thing out..
So for games speed, My research suggested that players should just 'take damage' as the GM tells them, and if its excessive, make a check. The check should slow them down a few seconds.. because like their character, they are grasping at their chest/wound, life and death on the line.. ANY time a check is being made vs damage, the player can die right there, the tension is real, players are far more engaged and understand the threat.
Whats more interesting is that a character can, and should, be able to be taken down in any given hit. Not being hit at all should be priority no.1. Also, monster can and should, be taken down with one hit too, if its placed well. Players should be looking to get that hit, and not be hit. and be creative with that.
Luckily, they are Heroes, and can mitigate the wound or the check vs death with the luck rules, allowing lower level characters the chance to avoid mistakes made, and higher level characters should have players who have learnt not to make such mistakes.
There is no way to tell if your going to die from a single 8pt wound or 20 x 2pt wounds, so you can't calculate the odds of surviving several blows from a creature. Don't get hit is the way to survive.
Eventually if you keep putting your character in extremely dangerous situations, odds are they will die, so players will often retire a character that's reached a point of no return, and use them as a support character for their next character to join and learn from.
The Game runs faster, Players don't have 'pure numbers' to game, luck plays its part and its far more realistic without sacrificing game play.
and a lightning bolt will kill 20% of people, no matter their level.. though, holding a metal blade in a lightning storm is more likely to get you hit.
I think DnD 2nd edition used to have damage dice as a value, and pure damage was multiplied by damage dice. Creatures had damage dice, so certain spells or effects would do d10 x damagedice. But some creatures had d4 damage dice, so a d10dd effect would likely kill them, but other d12 or d20 dd creatures, could likely survive.
<rant>Of course, the modern gamer can't even add up basic numbers to do their own experience, so trying to calculate damage dice would ruin the experience and destroy their immersion</rant>
This is one of the main reasons I liked Dragon Warriors. your health was just that, Health. Checking if the attack was better than your opponents defence, if their armour was thick enough to absorb the blow all came way before health. and health represented the wounds that would bring you closer to death. You were lucky if you got 1 per rank, so while a 10th ranked barbarian with 16 HP fared better against a 10th ranked sorcerer with 9 HP, it was not in such a magnitude of difference than a d20 fireball couldn't kill them both, and all the 6HP peasants standing around.
I took it a few steps further for DungeonWorld v1->3 but HP was a staple for roleplaying games, so I stuck with what players expected..
Version 4, was a time of stripping back to basics and redoing the engine from the ground up with what worked, and trashing the flawed, old-school, chunky rules and looking at what really mattered.
Game Speed, Player Understanding, Luck and Realism.
Players, looking at a situation, see 100HP, see 2d10 damage from opponent, see average 10damage, see 8 rounds of safe combat. Wade in, taking blow after blow, not caring, just need to burn down the opponents HP.
Some DMs will tell them the HP of the monster, and the players will cross reference their damage and say "oh no, we need X more rounds, then include a few heal spells, and viola", why bother rolling the dice.
Sometimes players will slow down their game, to figure this kind of thing out..
So for games speed, My research suggested that players should just 'take damage' as the GM tells them, and if its excessive, make a check. The check should slow them down a few seconds.. because like their character, they are grasping at their chest/wound, life and death on the line.. ANY time a check is being made vs damage, the player can die right there, the tension is real, players are far more engaged and understand the threat.
This could be a lucky 1st level or an unlucky 20th level Artist:Gui Guimaraes |
Whats more interesting is that a character can, and should, be able to be taken down in any given hit. Not being hit at all should be priority no.1. Also, monster can and should, be taken down with one hit too, if its placed well. Players should be looking to get that hit, and not be hit. and be creative with that.
Luckily, they are Heroes, and can mitigate the wound or the check vs death with the luck rules, allowing lower level characters the chance to avoid mistakes made, and higher level characters should have players who have learnt not to make such mistakes.
There is no way to tell if your going to die from a single 8pt wound or 20 x 2pt wounds, so you can't calculate the odds of surviving several blows from a creature. Don't get hit is the way to survive.
Eventually if you keep putting your character in extremely dangerous situations, odds are they will die, so players will often retire a character that's reached a point of no return, and use them as a support character for their next character to join and learn from.
The Game runs faster, Players don't have 'pure numbers' to game, luck plays its part and its far more realistic without sacrificing game play.
and a lightning bolt will kill 20% of people, no matter their level.. though, holding a metal blade in a lightning storm is more likely to get you hit.
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