I was in a roll playing game last night. In combat we throw 3 six sided dice when we attack and roll some amount of dice if we hit our target by rolling high enough on the attack (for example the dice sum to at least 10, or 13, or something like that).
The number the dice sum to is called the target number. So if the attack succeeds you roll another batch of dice (simplifying assumption that they be another 3 six sided dice), the sum of which is the damage. If the first row is too low then the attack misses and does 0 damage.
The person running the game suggested that we roll the attack and damage together, basically checking the sum of the dice against the target number and then dealing it as damage. I told him my intuition is that this would change the amount of damage dealt in the game, and that it would increase on average, over all target numbers, with the hardest to hit target numbers getting the biggest damage boost (because the damage cannot be less than the target number).
My question is, is there a formula (it can be an estimate) of the percent of damage increase using this rule? It would be a function of the target number.
(Fyi, the system we are using is the Dragon Age tabletop RPG)
By eliminating lower-valued damage amounts, the expected (i.e., average) damage is indeed increased. You should be able to work out the increase yourself by computing weighted averages. There’s a nice table here that gives the number of ways of rolling each value for various numbers of d6 that you can use for this.
The average amount of damage per successful attack would normally be: $$ (1\cdot3+3\cdot4+6\cdot5+\cdots+3\cdot17+1\cdot18)/(1+3+6+\cdots+3+1) = 10.5 $$ If you only take rolls of 5 or greater, say, this becomes $$ (6\cdot5+10\cdot6+\cdots+3\cdot17+1\cdot18)/(6+10+\cdots+3+1) \approx 10.63, $$ which isn’t a very large increase. On the other hand, for a target number of 15, the average becomes 15.75, an over 50% increase. It’s probably easiest to do this in a spreadsheet.
This doesn’t give you the expected damage per attack, however, since not all attacks are successful. You have to multiply that average damage by the probability of the attack landing. For that same target number of 15, the average amount of damage per attack is about 0.97, while the suggested method ups that to 1.46 or so. It’s still the same large increase in percentage terms, but less than half a point in absolute terms.
It’s hard to say how much of an effect this will actually have on the game. That depends on other factors such as the distribution of target numbers for the attacks that are made, how enemy hit points compare to target number, and so on. What you can say for sure is that distribution of damage will change drastically at higher target numbers: higher-difficulty attacks will either do no damage at all, or a lot of damage all at once.
If you’re looking to speed up the game, why not simply roll two differently-colored sets of dice at once?