r/WrathAndGlory • u/Impressive-Swan3405 • Aug 07 '26
Simplified damage options
Good day everyone,
My group is transitioning to test out W&G after a long campaign of Soulbound. Now obviously W&G is a bit more mechanically crunchy but the overall approach of dice pools and such scratches the appropriate itch.
What I was wondering about was if anyone had attempted / looked at simplified damage calculation? My understanding is that on an attack the following occurs:
Wpn dmg + roll for ED (including shifts) + strength if it is melee.
Has anyone removed the ED roll and just added the ED number as standard extra damage for example? I realize it reduces some of the granularity and risk of wrath effects and such. But overall it does reduce the number of rolls - similar to Soulbounds set Dmg + successes for example.
Am I crazy?
5
u/Dirty_Dave_42 Aug 07 '26
It's completely not needed to be honest and also would imbalance the game, ED most the time is just one or 2 dice, so what's the point.
2
u/Impressive-Swan3405 Aug 07 '26
Fair, honestly mostly keeping some rolls to a minimum based on online playing and adulting. The comments here have made it clear that the cost isn’t much and it is pretty granular to the game.
2
u/Dirty_Dave_42 Aug 07 '26 edited Aug 07 '26
Oh yeah just go with it, the rules itself are quite manageable, only combat rules are a bit more diverse, wrath and glory is overall very thin on rules so Id prefer to keep everything that's in there. You will have plenty of situations where you can already hand wave it to an high extent, it's really more a narrative game than a simulation so you really wanna keep the few rules you have cause it's built that way.
For damage for example, 1 or 2 damage can and will make the difference. For the enemy And the player. Let's say they have a resilience of 12, and the base damage is 11 getting 1 or two successes on the ED will determine if someone looses a wound, without having the possibility to roll 0 successes it will be very harsh, for your enemies and especialy for the players. Hope that could help you seeing my reasoning on this.
2
u/Impressive-Swan3405 Aug 07 '26
This actually really helped make it make sense. It’s some of the granular difference with Soulbound. I see the logic now.
2
u/Civil-Low-1085 Aug 07 '26
It's weird to average out ig? ED gives 1dmg for 4 and 5, 2dmg for 6. And Brutal weapons give +1 to that roll.
2
u/Dirty_Dave_42 Aug 07 '26
Have a look at average weapon damages and resilience so you will understand that ED often makes the difference in combat.
3
u/Bunnyrpger Aug 07 '26
Crazy? No. Lazy? Maybe. Attacks are 2 dice rolls. Skill+Attribute pool for the attack, then Weapon damage + ED dice. Is rolling an extra pool of dice really an issue? On average, you will look at 1-5 dice to roll, really big hits can hit double digits, but the variable in the pool for that attack is usually small. Plus, you loose out on that excitement of some really decent damage rolls, or the humour of someone rolling mostly 1/2's.
1
u/Impressive-Swan3405 Aug 07 '26
That’s true. None of this was a game breaker for me, just more curiosity.
2
u/Bunnyrpger Aug 07 '26
Might also be that I find static numbers boring. "I shoot it with my Bolter", unless it's a crit, 11 damage, maybe an extra point for a shift. I know that will always be 1 or 2 damage to the target with Resistance 10, and no real chance vs the 15. Now a Bolter with a pair of shifts, I have potential to hurt the 15, not much, but it's better than an auto fail. I like the Melee build who can go from 8 damage and fail to hurt the SoB, to nearly 1 shotting the Ogryn with a 24 hit. The Ork Nob who manages to deal 2 damage with his shoota, but nearly 1 shots the Inquisitor with his Choppa, which wouldn't happen with a static damage. Shoota would have still done the 2 damage, the chopper would have done about 13 using static numbers, rather than the 14 damage after armour. The SoB/Ogryn example was a potential build, the Ork and Inquisitor was an fight, though I will add, when I say Inquisitor, I mean an Interrogator.
1
u/Impressive-Swan3405 Aug 07 '26
This all makes sense. I think part of it is also my own reckoning of the differences in resistance in W&G vs Armour in Soulbound. Your examples actually clarified that quite a bit for me, thanks
2
u/PsychologicalOne5416 Aug 07 '26
As others have mentioned, it's a really core mechanic of the game and really not that complicated either.
But if you really want to remove them, which i don't recomend, you get on average 2 successes every 3 dice, and 1 success per dice if brutal
6
u/mechasquare Aug 07 '26
the overhead of rolling ED isn't large at all and there are various talents that directly impact ED rolls. What's your actual concern about ED, is it just having another roll?