Tiny Dungeon: random damage making it work

May 13, 2019 3:36 am
So I was looking at tiny dungeon but felt that armor not playing any role except cosmetics just felt wrong, though I can see the reasoning.

They have an optional rule that Light melee weapons and ranged weapons do 1d3 and heave weapons do 1d3+1
instead of the normal 1 for light weapons and 2 for heavy.

To compensate they have armor be damage reduction. 1 for light, 2 for medium and 3 for heavy. You also have to take new traits for armor to be able to use it.

This then has four problems.
1. Light weapons and ranged ones will do no damage to anyone in heavy armor and even heavy weapons will only penetrate 1/3 of the time.
2. by making armor one of your traits to have to pick, a knight type character is going to lose traits to pick where before his armor did not cost him a trait.
3. Since hp is low like 6 per character the new random damage will cause heroes especially those with no armor to drop faster.
$. how to handle shields with the system.

Possible solution for #1

Have weapons do a minimum of 1 damage regardless of armor type. (this though makes medium and heavy armor the same protection against light weapons and heavy weapons which used to always do 2 are now only as effective as light weapons against heavy armor).

Possible solutions for #2

give everyone one more trait so most can choose light armor if they wish but anything stronger has a cost.

Possible solution for #3

Increase HP (the question is how much).

Possible solution for #4

increase the armor type by 1 but this then makes heavy armor and shield useless.
or
increase the Dr by 1 but then you run into the random weapons damage becoming ineffective.
or
have them make a disadvantage roll to either block or add a DR point (this just adds more rolls and complexity that seems at odds to the simple mechanics of the game).

So at this point I am turning it over to you to help solve these issues but still keep it simple and quick to do.
Jun 27, 2019 12:37 am
Hi Viking, this was my solution. What do you think?

Variable Damage
Each success rolled in combat counts as 1 hit
Light weapons add +1 to total damage
Heavy weapons add +2 to total damage
Unarmed attacks do 1 hit regardless of successes (unless you are a martial artist)

Armor: Using Heavy armor effectively requires training. To get the defensive advantages of a particular type of armor you must have the appropriate trait:
Light Armor (free): roll 1d6, success reduces damage received by 1
Heavy Armor (requires Heavy Armor Trait): (requires Light Armor trait): roll 2d6, each success reduces damage received by 1

Shields (Requires Shield Training Trait):
Roll 1d6, success reduces damage received by 1. Can be combined with armor.
Last edited June 29, 2019 12:16 am
Jun 27, 2019 1:34 am
I have been looking at this and decided to go with static damage reduction for armor. 1d3 for light weapons and 1d3+1 for heavy. Heavy armor is going to be very rare in my games so it may not cause a problem but i am thinking of allowing one to take a disadvantage attack to find a weak spot.

Shield I am going to run as the normal rules allow.

I like the success idea but I wonder if it will make armor to powerful as many time you will be rolling a regular or disadvantage roll and the odds of bypassing light armor would be rare and even more so for medium and almost impossible for heavy.
Jun 28, 2019 9:27 pm
I bet if we tweaked it so Lt Weapons did +1 damage and Hvy Weapons did +2 it would work out.

Lt Wpn v Lt Armor: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 2 hits, Defender 33% to soak 1
Lt Wpn v Lt Armor: 2 successes (11% on 2 dice, 22% on 3 dice) = 3 hits, Defender 33% to soak 1
Lt Wpn v Lt Armor: 3 successes (3.7% on 3 dice) = 4 hits, Defender 33% to soak 1

Lt Wpn v Lt Armor + Shield: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 2 hits, Defender 44% soak 1, 11% soak 2
Lt Wpn v Lt Armor + Shield: 2 successes (11% on 2 dice, 22% on 3 dice) = 3 hits, Defender 44% to soak 1, 11% soak 2
Lt Wpn v Lt Armor + Shield: 3 successes (3.7% on 3 dice) = 4 hits, Defender 44% soak 1, 11% soak 2

Hvy Wpn v Lt Armor: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 3 hits, Defender 33% soak 1
Hvy Wpn v Lt Armor: 2 successes (11% on 2 dice, 22% on 3 dice) = 4 hits, Defender 33% soak 1
Hvy Wpn v Lt Armor: 3 successes (3.7% on 3 dice) = 5 hits, Defender 33% soak 1

Hvy Wpn v Lt Armor + Shield: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 3 hits, Defender 44% soak 1, 11% soak 2
Hvy Wpn v Lt Armor + Shield: 2 successes (11% on 2 dice, 22% on 3 dice) = 4 hits, Defender 44% soak 1, 11% soak 2
Hvy Wpn v Lt Armor + Shield: 3 successes (3.7% on 3 dice) = 5 hits, Defender 44% soak 1, 11% soak 2

Lt Wpn v Hvy Armor: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 2 hits, Defender 44% soak 1, 11% soak 2
Lt Wpn v Hvy Armor: 2 successes (11% on 2 dice, 22% on 3 dice) = 3 hits, Defender 44% soak 1, 11% soak 2
Lt Wpn v Hvy Armor: 3 successes (3.7% on 3 dice) = 4 hits, Defender 44% soak 1, 11% soak 2

Lt Wpn v Hvy Armor + Shield: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 2 hits, Defender 44% soak 1, 22% soak 2, 3.7% soak 3
Lt Wpn v Hvy Armor + Shield: 2 successes (11% on 2 dice, 22% on 3 dice) = 3 hits, Defender 44% soak 1, 22% soak 2, 3.7% soak 3
Lt Wpn v Hvy Armor + Shield: 3 successes (3.7% on 3 dice) = 4 hits, Defender 44% soak 1, 22% soak 2, 3.7% soak 3

Hvy Wpn v Hvy Armor: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 3 hits, Defender 44% soak 1, 11% soak 2
Hvy Wpn v Hvy Armor: 2 successes (11% on 2 dice, 22% on 3 dice) = 4 hits, Defender 44% soak 1, 11% soak 2
Hvy Wpn v Hvy Armor: 3 successes (3.7% on 3 dice) = 5 hits, Defender 44% soak 1, 11% soak 2

Hvy Wpn v Hvy Armor + Shield: 1 success (33% on 1 die, 44% on 2, 44% on 3) = 3 hits, Defender 44% soak 1, 22% soak 2, 3.7% soak 3
Hvy Wpn v Hvy Armor + Shield: 2 successes (11% on 2 dice, 22% on 3 dice) = 4 hits, Defender 44% soak 1, 22% soak 2, 3.7% soak 3
Hvy Wpn v Hvy Armor + Shield: 3 successes (3.7% on 3 dice) = 5 hits, Defender 44% soak 1, 22% soak 2, 3.7% soak 3
Last edited June 28, 2019 9:41 pm
Jun 28, 2019 9:48 pm
not sure if its been said but would it be possible to avoid the trait penalty with no extra work by simply saying anyone is proficient with light armor? then have medium as a prereq for heavy.
Last edited June 28, 2019 9:48 pm
Jun 29, 2019 12:13 am
To keep it simple, since there are only Light and Heavy Weapons, I was keeping it to just Light and Heavy armor. My thought was that since Shield and Evade are available to anybody, if you wanted to wear armor it probably meant you were dedicating time and effort to building your combat skills. An easy switch would be to make Light Armor free, but require a Shield Training trait to make the most out of using a shield. In fact, that probably makes more sense. I'll switch it above.
Last edited June 29, 2019 12:15 am

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