In my first post on TobCon 3, I mentioned we ran into problems with the damage system in 4e. On the surface, it’s cleverly done: you add the Success Levels of the attacker to the damage, and subtract the defenders’ and that gives you a number. Simple, elegant, and reflective of how things went in the round.
But the same system also gets rid of the dreaded whiff of 1 & 2e by deciding a successful hit by an opposed test, so that it can happen even if both sides fail their rolls (the one with the worst Success Levels loses). Unfortunately, this makes calculating damage very complicated very quickly if you are dealing with multiple combatants, as we were. Continue reading