D6 Weapon Damage

Grognardia points out a Fighting Fantasist post on all-d6 weapon damage. It’s actually more of a description of hit points, using the “measure the life expectancy of the characters under fire” description to justify all weapons doing the same damage.

2d6

2d6

To be honest, there are a number of things I was looking forward to in my since-abandoned Swords & Wizardry White Box game, and all d6 weapon damage was one of them. Another, which Fighting Fantasist also went with, was the removal of class weapon restrictions. I did the same thing. Since all weapons do the same damage, why tell the magic-user’s player that his character cannot use swords?

It also would have gone quite well with my Clerics as Mystic Warriors plan, though this isn’t necessarily dependent upon all-d6 damage. I’m going to use the mystic warrior concept in my Labyrinth Lord game instead of the more overt religious cleric design.

Something that I think is important to keep in mind when considering all-d6 damage is the hit dice power curve. All-d6 fits right in with d6 monster hit dice and the original character class hit dice (all d6). It is probably a little under-powered when monsters have d8 and fighters have d8 or d10 as in later versions of the game.

Though I will be using the BX-derived variable weapons damage in my Labyrinth Lord game, I do think that the all-d6 scheme has a lot of merit.

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