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Re: Andor's Trail game mechanics
Posted: Sun Oct 20, 2024 2:18 pm
by Heeo
rijackson741 wrote: Mon Dec 02, 2019 10:30 pm
I'm getting tired of reposting this, so I've put it in a sticky thread.
The spreadsheet shows some key aspects of AT game mechanics, including the probability of a hit, the probability of a critical hit, the probability of finding extraordinary or legendary items (with MF skill), and how to calculate the average damage per round based on other stats.
Edit: Added a tab to show amount of XP needed for level-ups.
According to the spreadsheet Damage modifier doesn't effect weapon damage ?
How does damage modifier work?
Re: Andor's Trail game mechanics
Posted: Sun Oct 20, 2024 4:22 pm
by Nut
The damage (base + weapon) is multiplied by the Damage modifier.
Slow weapons like a great axe have a high modifier, fast weapons like daggers have almost no modifier (about 100%).
That way the big but slow weapons got equally good in comparison to fast weapons.
Re: Andor's Trail game mechanics
Posted: Sun Oct 20, 2024 9:24 pm
by Canuck
Here's how I understand it:
- Heavy weapons (1 attack per round) are better against monsters with high damage resistance, because you take the DR penalty only once per round.
- Light weapons (many attacks per round) are better against swarms, because you can eliminate multiple monsters in a single round.
Facing a swarm with high DR? RUN!

Re: Andor's Trail game mechanics
Posted: Sun Oct 20, 2024 9:40 pm
by Antison
Canuck wrote: Sun Oct 20, 2024 9:24 pm
Facing a swarm with high DR? RUN!
Note to self, add more monsters like this in the future
Re: Andor's Trail game mechanics
Posted: Fri Nov 15, 2024 11:40 pm
by rijackson741
The spreadsheet is out of date and does not include DM. I should fix that.
Re: Andor's Trail game mechanics
Posted: Fri Nov 15, 2024 11:54 pm
by rijackson741
Nut wrote: Sun Oct 20, 2024 4:22 pm
The damage (base + weapon) is multiplied by the Damage modifier.
Slow weapons like a great axe have a high modifier, fast weapons like daggers have almost no modifier (about 100%).
That way the big but slow weapons got equally good in comparison to fast weapons.
IIRC, DM should multiply all non-weapon damage. So base, plus rings, etc.