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Need Help With My Combat System Please

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DRest806
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Joined: 05/08/2012

Hey everyone. I am going to try to explain as best as I can hopefully it can be understood. I am completely stuck as to what I should do here. So my game features up to 6 players. Each player starts out with 3 Attack Dice:

d6:
Hit
Hit
Miss
Miss
Miss
Miss

When you level up your Attack you add a d8 to your 3 d6
2 Hits
1 Hit
1 Hit
Miss
Miss
Miss
Miss
Miss

Attack Level 3 you add a different d8:
3 Hits
2 Hits
Hit
Miss
Miss
Miss
Miss
Miss

Attack Level 4 you add another different d8:
3 Hits
2 Hits
1 hit
1 Hit
Miss
Miss
Miss
Miss

Attack level 5 (Max) you add a different d6:
3 Hits
2 Hits
2 Hits
1 Hit
Miss
Miss

NOW these are the Enemy Dice...they get d6
Easy Enemies
Block
Block
Miss
Miss
Miss
Miss

Moderate Enemies
2 Blocks
Block
Block
Miss
Miss
Miss

Hard Enemies
2 Blocks
2 Blocks
BLock
Block
Miss
Miss

Boss
3 Blocks
2 Blocks
Block
Block
Miss
Miss

Ok so I've been trying to figure out how to do these Boss Battles. I've been testing all kinds of different roll combinations and I'm just not sure whats too easy/hard.

So in the game you have to find 6 pieces of treasure. Once all 6 have been found it will unlock the final boss. But you can't fight him until you are at least level 4.

So I have it now that every Boss starts out with the same Defend Dice. Each time a treasure is found, it increases all Boss' difficulty just a bit. But that's where I lose the balancing between Player Levels.

So lets say if 0 Treasures have been found, Bosses will have 1 Boss Die and 1 Hard Die.

1 Treasure Found: 2 Boss Dice
2 Treasures Found: 1 Boss, 2 Moderate
3 Treasures Found: 1 Boss, 3 Moderate
4 Treasures Found: 1 Boss, 3 Hard
5 Treasures Found: 1 Boss, 1 Moderate, 3 Hard
6 Treasures Found: 2 Boss, 2 Hard

After test rolling with a Level 5 Player against each of these, my results were this: (I did 25 rolls each)

0 Treasures: I hit them 23 times...they hit me 0 times and tied twice
1 Treasure: 18-3-4
2 Treasures: 13-5-7
3 Treasures: 12-5-8
4 Treasures: 12-8-5
5 Treasures: 10-12-3
6 Treasures 9-15-1

Then as I tested them for the lower levels it just got wayyy too difficult for them. So I'm really stuck at this point and am thinking of scratching my whole combat system. Hopefully someone understands this and could help me out. Any tips at all would be greatly appreciated.

Any questions please don't hesitate to ask!

Thanks everyone!

Olson185
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Term Clarifications

I may not be the person to help but I'll try.

- Does "3 Attack Dice" = 3d6 ?
- If so, why are there 6 possible results instead of 18? Is each die resolved separately?
- If each roll is resolved separately one would say, "Each player starts out with three attacks using a six-sided die".

- If the 3d6 is combined (ie. for a single attack) there would be a roll range for the listed results (ie. 3d6, 3-5 = "hit"; etc.)

- "Boss" - Are you using the word "boss" when "villian" or "monster" or "mini-boss" is actually the case? A "Boss" is usually the last obstacle to victory. "Mini-bosses" usually are level/stage gatekeepers.

- What is a "boss" die?
- What is a "hard" die?

- Are there Hit Points (HP)?

- According to both the "Enemy" and "Boss" die roll results, they can only "block" or "miss"; not "hit". Correct? You state they hit you x times. When did that occur?

Note: If my questions express a basic understanding you think I should have but don't, I apologize. Just say, "Thank you but I'll wait for other answers". LOL!

questccg
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Huh?!

What is the difference between a "Block" & a "Miss"?!?!

And what does "2 Blocks" or "3 Blocks" mean???

Personally I think you've got TOO MANY dice. If you have "Roll + Stat" or "Stat Dice + Roll" (meaning according to your stats, you roll either a d6, d8, d10 or d12 for example) and then roll another dice as a "modifier".

Example:

A> "Roll + Stat": roll 1d6 + 2 Strength (3 - 8 values).
B> "Stat Dice + Roll: roll 1d8 (According to your Strength) + 1d6.

All these hit/miss/blocks are very confusing... You may understand but your players may NOT! Look to something SIMPLER...

czarcastic
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Spreadsheet analysis

I think I get the system you're describing, but have to agree that the terms you're using don't make it very clear. Would suggest you name the different dice after colors or somesuch and switch the terminology on the defense dice from "Miss" to "Blank".

Also, your description only seems to include player attack and monster defense. Not the reverse.

Anyway, to help balance things, you may benefit from using a spreadsheet to determine the amount of average damage or blocking each die will yield.
The basic 3d6 player attack has each die granting a 33.3% chance of a hit. So, on average, a starting player will hit for one damage.
(This doesn't take into account the monster defense, which is a separate roll.)
Each face of a d8 has a 12.5% chance of coming up, so the 2nd level die adds half a point of average damage.
The 3rd level die adds an average damage of .75, which brings the player up to 2.25 average damage.
...And so forth.

Using a spreadsheet to analyze and adjust your attack and defense averages may help balance things out.

X3M
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Try this site. After learning

Try this site.
After learning some tricks. You can actually get all outcomes of a 1 on 1 battle.

http://anydice.com/

But then again. If you need to work out results. And want to change the dice to change the results. I suggest that you use Excel for this.

There is a handy way in adding dice in table form to see the outcomes of a set of dice. Which I use my self often. (Even on paper, it works well)

Don't roll for outcomes. With 3 dice, your 25 rolls are already to slim for noticeable differences. A simulation program is a better help. Especially with bigger numbers and more dice.

ElKobold
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To be honest, i would start

To be honest, i would start from scratch.

Unless i'm mistaken, you're using 10 different custom dice. It is quite expensive to produce those, for little actual benefit for your game.

What else is there, apart from this combat system?
How coplex is the game? Are you sure you even need all those dice?

DRest806
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You start with 3d6 Attack

You start with 3d6 Attack Dice. Each with 2 Swords (hits) and 4 Blanks (Misses)...so the most hits you can get on an enemy with them rolling 0 Shields is 3.
When you choose to level up your Attack, you gain a Level 2 Attack Die d8 with:
1 side has 2 Swords on it so it would be considered a double hit. Another side has 1 Sword and another side has 1 Sword...the rest are Blanks. So far altogether you can score a total of 5 Hits if they roll no Shields.
So Level 3 Attack die you add another d8 this time 1 side has a Triple Hit, one has a double hit, then one with 1 Hit and the rest are blanks.
So now we can score a total of 8 Hits without them rolling Shields.
Level 4 Die you add another d8 with 3 Hits on one side, 2 Hits on one side, 1 Hit on one side and 1 more Hit on one side...the rest are blanks.
Total is 11 Hits without any enemies rolling shields during attack.
The last level gives you another d6 with one side being a Triple Hit, one side being a Double Hit, another side being Double Hit, then a Single Hit. The rest are blanks....so...
Total if you choose to level up your attack to 5, you can score up to 14 hits on an enemy if they roll no shields during an attack....however i think the odds of that are extremely slim.

Am I making this too complex? Is there a simpler way to accomplish this? I want to keep it as simple and fun as possible but with the ability to level up your attack some how without added stats or whatever.

Level 1 Enemy Die has 1 Shield, 1 Shield, rest are blanks on a d6.

Level 2 Enemy Die has 2 Shields (Double Block), 1 Shield, 1 Shield, rest are blanks on a d6.

Level 3 has 2 Shields, 2 Shields, 1 Shield, 1 Shield, rest are blanks on a d6.

Then the Boss die is the same as Level 3 but with 3 Shields on one side instead of 2...so its 3 Shields, 2 Shields, 1 Shield, 1 Shield and the rest are blanks.

The players will have powerups to help them against tough enemies but as far as core combat goes i just don't know if it is too confusing.

Apart from combat, you will be able to do side quests as they come up, you travel to dungeons and claim the treasure if u defeat the boss (key to the kingdom-ish).

Then when you have enough treasures the final boss unlocks and players can fight him.
\
Hope this clears it up a bit on how this game works.

X3M
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DRest806 wrote:Am I making

DRest806 wrote:

Am I making this too complex?

Your explanation does.

Perhaps you ought to ask your question directly first, without all that explanation.
What is it that you want to achieve?
Balance?

Olson185 wrote:

- Are there Hit Points (HP)?

Is a very very important question, right there.

Further, most of us would like to know. What happens when you do damage on an enemy?
And can an enemy fight back? (Which would be logical)

Just dice rolls would only yield results for 1 roll. Is what you are seeking a calculation of results?

ElKobold
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I suggesting to start with

I suggest to start with researching other games with dice combat with custom dice.

DRest806
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So when you get into combat

So when you get into combat you roll your attack dice along with the stated enemy defend dice. you count your hits as opposed to enemy shields. if player rolls 3 hits and enemy gets 2 shields thats 1 damage taken from the enemy. I have been doing alot of research on games with custom dice but i kind of want to come up with my own thing.

So the enemies can fight back if their card says they can. Like there will be instructions on each enemy saying "roll 4 or higher to avoid its fireball. then start the combat" Other than that its basically no fighting back. if they defend more than you hit, you take damage. I want it quick and simple rolling.

Yes there will be hit points but I havent been able to figure out how many to give. So my problem is balance for this system Ive come up with.

ElKobold
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1) Why not roll set amount of

1) Why not roll set amount of dice against a target number of "successes" required? I assume the enemy is not player controlled? Why do you even need to roll for the enemy?

You can then modify that target number on level-up. That way you will have fewer amount of dice and less types of dice and will only have to roll once, which speeds up the game.

2) Where are the decision points for the players? A good game is always about choice. Rolling a dice itself is not a choice, really. Having 5 or 10 different dice types doesn't add to the depth of your game, unless there's decision making involved.

DRest806
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I'm not quite sure I

I'm not quite sure I understand what you mean. A set amount of dice against a target number of successes required? Could you explain it more cause I definitely see where your coming from that the way i have will slow the game down.

Before you get into combat you have a choice to use an Item on the enemy as its target weakness like if the enemy's weakness is a Bomb that will take away half its HP. So you can either use that and discard it to try and hit it, or use your normal attack.

Doesn't the enemy have to be player controlled? How else would it take away health from a player if it doesnt have defend dice? I feel like rolling numbers for attacks is too, i guess overplayed? Like I said I'm trying to come up with something unique. But now hearing all these responses I think it's just not going to work.

Basically the game is more about exploration and fighting enemies along the way to level up so you can fight bosses in each dungeon. Kind of like HeroQuest but I don't want it exactly like that.

questccg
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Custom dice is COSTLY

First of all... You're only thinking about the game from a DESIGN perspective. That's not enough - You also need to think from a MANUFACTURING perspective (even if it is a Publisher who will do it!)

Custom d8 are "un-heard" of... Do you know how costly it will be. Also the SIZE of d8 surface is very small. You might even have "logistical" difficulties of writing on the d8 surface.

Now if you do custom d6 ... that is more realistic.

That's why I was saying "Roll + Stats", where you would use STANDARD Polyhedral dice (d4, d6, d8, d10, d12, d20) PLUS some kind of modifier. And then use ANOTHER stat (like "Damage" = 1, 2, 3, 4, 5, etc.)

Both players do "Roll + Stats", the HIGHER of the TWO (You or Enemy) APPLIES the appropriate damage.

Do you see how SIMPLE that is?

What does it do:

  1. Allows you to use Polyhedral dice for character progression.
  2. Uses statistics so again a factor for character progression.
  3. Damage can be a "Stat + Roll" also...
  4. Both you and your enemy can do damage with the SAME rolls.

Comments/Feedback/Questions welcomed!

I know it's your game - I'm just giving you an option to consider.

Cheers.

questccg
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Let's take a look at an example!

You are "Bjorn the Keltic Dwarf". You have Attack +3. You are level 1 and therefore use a Standard D6 for your attacks. Using your "Battleax" you do 1d6 + 2 Damage.

Your opponent is "Shystra the Red Dragon". She has a Attack +5 and is level 3 using a Standard D10 for her attacks. Using her "Fire Breath" she does 2d6.

Now both "Bjorn" and "Shystra" attack, the higher of the two proceeds.

Bjorn uses his Standard D6 and rolls a 4. Now he has Attack +3 ... Total = 7.
Shystra uses her Standard D10 and rolls a 5. But she has an Attack +5 ... Total = 10.

Therefore Shystra wins the initiative and then rolls 2d6 = 8 damage.

Something like this - simple, allows progression and leveling, allows bonuses and penalties such as cursed weapons, etc.

DRest806
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Thank you for clarifying that

Thank you for clarifying that custom d8s are unheard of. I did not know that but now that you said it, it make ALOT of sense. I don't know what I was thinking haha. They are very small to fit what I would want to fit on them. So I have to definitely change everything.

I think I understand what you are saying kind of lol. Let's see if I got this straight.

So you are saying heroes start out with lets say 3 standard d6. Then they would also each get some kind of modifier die? Like lets say a d6 with certain power up symbols? And then a Stat die to see how much damage is taken.

So I would roll both my 3 attack dice, plus my special ppower die, plus my stat die ALONG with the enemy's number of defend dice, their special power die and their stat die? or would there only be one stat die? Or am I not understanding you lol.

DRest806
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questccg wrote:You are "Bjorn

questccg wrote:
You are "Bjorn the Keltic Dwarf". You have Attack +3. You are level 1 and therefore use a Standard D6 for your attacks. Using your "Battleax" you do 1d6 + 2 Damage.

Your opponent is "Shystra the Red Dragon". She has a Attack +5 and is level 3 using a Standard D10 for her attacks. Using her "Fire Breath" she does 2d6.

Now both "Bjorn" and "Shystra" attack, the higher of the two proceeds.

Bjorn uses his Standard D6 and rolls a 4. Now he has Attack +3 ... Total = 7.
Shystra uses her Standard D10 and rolls a 5. But she has an Attack +5 ... Total = 10.

Therefore Shystra wins the initiative and then rolls 2d6 = 8 damage.

Something like this - simple, allows progression and leveling, allows bonuses and penalties such as cursed weapons, etc.

OHHHHH OK! I like that alot. It reminds me Runebound kind of but a bit more simplistic which is good. I think I can build on this and add something to it for sure! Thank you for your suggestion!

questccg
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Exactly

DRest806 wrote:
...I think I can build on this and add something to it for sure! Thank you for your suggestion!

Yes it is simple - but you can add to it. Like for example a Defensive Modifier like "Small Shield" equipped by Bjorn absorbes 2 Damage points.

Therefore Bjorn would lose 6 HP (8 - 2). Which is a LOT but what do you expect from a Level 1 Character when attacking a Level 3 Monster?!?!

Of course it's going to be *tough* to defeat - let alone stay alive! :P

Cheers mate.

questccg
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Ways to "augment" the system

You can use dice "combos" like a Level 5 Fighter "Vanguard the Brave" could use 2d6 as attacking dice. He is equipped with a Long Sword (Attack +4).

So if he was to attack "Shystra the Red Dragon", he would have an attack between 6 - 16. Shystra attack is 6 - 15.

Almost at PAR for two more powerful combatants... This would make a close but fair battle. And since Dragons are reknown to be powerful, this means it would take a Level 5 character to defeat a Level 3 Dragon!

Of course you will have TONS of FUN balancing all the dice and stats!

But that's what designers love to do! Enjoy... lol

questccg
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What I would like to see is...

"Nostarus the Great Demon" Level 9 using 1d20 for attack. (1 - 20)...

However "Vanguard the Brave" might now be Level 13 and use 4d6 (4 - 24)...

You can imagine how the dice can reflect the Level (Attack) and the Damage you can cause (or the enemy).

Again plenty of balancing... But this is a fun exercise in my mind.

These are just examples - but like your original battle system, this system introduces more dice as a player LEVELS-UP.

questccg
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Bring in some RPG elements

Using Character Class Tables, you could have a Character Sheet that has the following Leveling/Progression tables for Attack.

** Remember **: The modifier (+X) is dependent on the Weapon used (for example)

Table For the Fighter/Warrior Class:


Level 1 = 1d6 = 1-6
Level 2 = 1d8 = 1-8
Level 3 = 1d10 = 1-10
Level 4 = 1d12 = 1-12
Level 5 = 2d6 = 2-12
Level 6 = 3d4 = 3-12
Level 7 = 2d8 = 2-16
Level 8 = 3d6 = 3-18
Level 9 = 1d20 = 1-20
Level 10 = 2d10 = 2-20
Level 11 = 2d12 = 2-24
Level 12 = 3d8 = 3-24
Level 13 = 4d6 = 4-24

This allows you to create a Play Mat for each character/class.

Anyhow this shows you how you can use Polyhedral dice to accomplish a progress/leveling mechanic. It may be simpler than your earlier ideas - but I think you can work-out the details. You'll find much more flexibility in such as system...

And plenty to BALANCE!

Update: You could also include tables in a rulebook. But I think a Player's Game Mat would be cooler. But both options are available to you.

DRest806
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I REALLLLLY like your idea

I REALLLLLY like your idea alot and considering it...but before I make that decision I still want to try and tweak mine so I do have a question to see if this is better than what I had.

Sword Symbol = Single Hit
2S Symbol = Double Hit
3S = Triple Hit
Critical = 4 Hits
X = Blank

Level 5 Barbarian (Max Level) - 8 HP
5d6
3 Level 1 Dice has: (Sword/Sword/X/X/X/X)
1 Level 2 Die has: (2S/Sword/Sword/X/X/X)
1 Level 3 Die has (2S/2S/Sword/X/X/X)
1 Level 4 Die has: (3S/2S/2S/Sword/X/X)
1 Level 5 Die has: (Critical/X/X/X/X/X)

Level 3 Goblin - 5 HP
3d6 each with (Double Block/Double Block/Block/Block/X/X)

So now the Barbarian rolls and gets (X/2S/Sword/3S/X) = 5 Hits
Goblin rolls and gets (Double/X/X) = 2 Block
5 minus 2 = 3 Hits so the Goblin loses 3 Damage

But say I have a Poisoned Sword that takes an extra 2 Hits away on each roll.
Now the Barbarian has killed the Goblin.

Would this system work now? All I did was take out the d8 since those will be hard to customize and expensive. I replaced them with the d6s.

Again, I"m not married to my system but I really want to try my best to make it work before moving on to your idea.

Thoughts? Questions?

mcobb83
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Custom D6

You might be able to get your custom D6 done by manufacturing blank d6 and getting high-quality stickers printed. I've looked into it at a couple of places, and it typically turns out cheaper than doing all plastic.

As for your multiple hits concept with having characters have access to more damage as they progress in levels, is your game designed to feel like a dungeon crawl sort of game? Just seeing dice with hits reminds me of either Dragon Dice or Hero Quest (they are both very different games, but something about your system echoes both).

The first thing with balance, especially in a dice game that is not mutually exclusive (as in, rolling a sword on one dice does not alter the chance of rolling a sword on the next dice) is that no matter how many tests you roll, average probability is going to elude you. I say that because it is still dice, and freak rolls throw off your tests. The only way to be certain that your balance is appropriate is to test, test, test again. Plus, looking to your balance notes above, you seem to be getting more difficult for higher levels of monster...which is the idea, right?

Once you have the core rules built, the best way to test is to give the rule book to someone who has never seen your game before, hand them all the bits they need to run a prototype, and then shut up and watch them. This little play test will poke all sorts of holes in your game. If you want to make something to sell, then the number I see most frequently is 100 people playing with at least 100 hours of playtime between them, and you and the time you put in doesn't count. Thats how you will find balance. Often times we think things can be balanced mathematically, but I have found over multiple game designs, that a mathematic balance really doesn't seem to ever work out quite as well as a play test balancing does.

One option you may have considered already that would be much cheaper than custom dice is to use cards (if you're set on dice, ignore all the following). I have often found that cards are more useful than dice in the games I have put together. You would need probably 4 small-ish decks. 1 for hero attack, 1 for hero defend. 1 for monster attack, 1 for monster defend. Hero attack would be a mix of "swords" and "blanks", with some cards have 1, 2 or 3 swords on them. Higher level means draw more cards. Hero defense would be the same idea.

Monster cards would have to be graded. 1 deck could serve your weak, moderate, strong, and boss categories. Each card would have 4 ratings (maybe you're familiar with the zombie spawn cards in Zombicide? same idea). If you're up against a level 1 weak monster, you reference the first line. A level 1 hard monster would reference line 3. A multi level boss monster would reference the 4th line on multiple cards.

Anyway, sorry for how long it is. Hopefully you find something useful, but if not, then hopefully at least your eyes dont hurt now.

Mike

ElKobold
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questccg wrote: Custom d8 are

questccg wrote:

Custom d8 are "un-heard" of... Do you know how costly it will be. Also the SIZE of d8 surface is very small. You might even have "logistical" difficulties of writing on the d8 surface.

https://images-cdn.fantasyflightgames.com/ffg_content/battles-of-westero...

ElKobold
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DRest806 wrote:I'm not quite

DRest806 wrote:
I'm not quite sure I understand what you mean...
Doesn't the enemy have to be player controlled?

There are tonns of ways how to do it.
Here's an example of a very basic system, which has progression built-in, uses 4 custom 6-sided dice of the same type and resolve everything in a single roll.

Assume your monsters have a single stat called "threat level".
And your hero has a "level" stat.

In battle you always roll the same amount of dice. Let's say 4.
On some of the faces of the dice there are "success" results, depicting a sword or whatnot.

Before battle you compare the level of the hero with threat level of the monster.

If your level is higher, you need to roll 1 success. If it's equal - 2. If it's lower, then 3 successes are required to defeat the monster.

If you defeat the monster by rolling enough successes - you collect the reward, according to the monster's description. If you don't defeat the monster, you suffer a penalty.
Penalty may be different for different monsters, making the choice of who you fight an additional layer of the game.
One monster can wound you, while the other may steal your item, or teleport you somewhere etc.

This is just an example of a different approach. There are many more other approaches that might work.

X3M
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Can't help myself

questccg wrote:

Table For the Fighter/Warrior Class:

Level 1 = 1d6 = 1-6
Level 2 = 1d8 = 1-8
Level 3 = 1d10 = 1-10
Level 4 = 1d12 = 1-12
Level 5 = 2d6 = 2-12
Level 6 = 3d4 = 3-12
Level 7 = 2d8 = 2-16
Level 8 = 3d6 = 3-18
Level 9 = 1d20 = 1-20
Level 10 = 2d10 = 2-20
Level 11 = 2d12 = 2-24
Level 12 = 3d8 = 3-24
Level 13 = 4d6 = 4-24

Something seems wrong here. And please note, "seems". I know that the intention is good. But always make sure how it flows in the game. It is the detail in number of rolls to kill, that matters here the most.

Corresponding average damages:
Level 1 = 1d6 = 3.5
Level 2 = 1d8 = 4.5
Level 3 = 1d10 = 5.5
Level 4 = 1d12 = 6.5
Level 5 = 2d6 = 7
Level 6 = 3d4 = 7.5
Level 7 = 2d8 = 9
Level 8 = 3d6 = 10.5
Level 9 = 1d20 = 10.5
Level 10 = 2d10 = 11
Level 11 = 2d12 = 13
Level 12 = 3d8 = 13.5
Level 13 = 4d6 = 14

Sometimes the level jumps a lot, sometimes almost notching. I guess it is up to the opponents to have something special that makes up for the differences.

Between level 8 and 9 you see no difference in the average damage. Yet I consider to take questccg's example as a good one.

The extra "maximum" damage is accompanied with a lower minimum damage. In long term battles, the damage is the same. So, lets see what happens when a creature has only health, but no blocking abilities.
Thus so, the chance in killing this creature in one shot are:
% with 1D20 = health = % with 3D6

100 = 1 = 100
95 = 2 = 100
90 = 3 = 100
85 = 4 = 99.5
80 = 5 = 98.1
75 = 6 = 95.4
70 = 7 = 90.7
65 = 8 = 83.8
60 = 9 = 74.1
55 = 10 = 62.5
50 = 11 = 50
45 = 12 = 37.5
40 = 13 = 25.9
35 = 14 = 16.2
30 = 15 = 9.3
25 = 16 = 4.6
20 = 17 = 1.9
15 = 18 = 0.5
10 = 19 = 0
5 = 20 = 0

If I where to design a forked dungeon. Or 2 dungeons for a player to choose from. I find the health's 6 with 16, 8 with 14 and concluding with 11, very interesting. Of course you can throw in a health 2 and 20.

Best way to implement would be that the dungeon(s) are open once level 9 is out.

Olson185
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2d10 (0-100%) Is all one

2d10 (0-100%) Is all one really needs...for anything.

In the above case, player character (PC) rolls %, adds bonus conferred by his level and compares this to the monster's difficulty; described by the % needed to hit (which could exceed 100%). Use same/similar mechanic for monster vs PC.

One could follow the "to hit" % roll with another % roll to determine % hit points (HP) damage incurred.

d10s are readily available, no extra printing cost, no convoluted rules/explanations.

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