FrogReaver
The most respectful and polite poster ever
Everywhere elseIf the GM is choosing antagonists, and roleplay objectives, and the environment, where are the players exercising agency?
Everywhere elseIf the GM is choosing antagonists, and roleplay objectives, and the environment, where are the players exercising agency?
Intra-party conflict?If the GM is choosing antagonists, and roleplay objectives, and the environment, where are the players exercising agency?
It's not clear what's left!Everywhere else
This is the "damage per second" problem that bogged down high level 4e combat. Your damage per round could keep up or diverge, but quite often this came at the sacrifice of damage per second - table time it took to resolve something.This isn't just a narrative problem, it's a physical IRL time problem. By level 7, nearly every PC has multiple things to do on every turn. Resolving 5 PCs and 5 Mobs turns can easily take 7 to 10 minutes. So completing even 18 rounds of combat is going to require 2 to 3 hours of IRL time combat. And that's if we're doing things fast.
But things can go really slow. Just look at a Monk burning some ki points.
Resolving such a Monk round requires up to 8 sequential rolls of the d20 (attack/save, attack/save, ...). What's worse, each roll depends on the roll before it. You can't roll your second attack until you know if the Stun worked. Your second Flurry attack may be improved if the target fails, etc.
- 2 Attacks, each with a Stunning Strike
- Flurry of blows for two bonus attacks and Way of the Open Hand forcing saves
There's just no way to resolve such a round in an IRL minute. So completing 18 rounds of combat requires hours of combat and sucks up entire sessions.
DPS is only a thing in CRPGs/MMOs with real time combat. In turn-based resolution, it's meaningless.This is the "damage per second" problem
They get to pick the names of the character's in the DM's novel.Everywhere else
You could make it even quicker by saying you get regular damage on a miss, double damage on a hit, and triple damage on a crit.This is the "damage per second" problem that bogged down high level 4e combat. Your damage per round could keep up or diverge, but quite often this came at the sacrifice of damage per second - table time it took to resolve something.
Being brutal about damage per second when designing features and the combat engine is important, and I think 5e does run into issues with it.
But some of your examples aren't great. You can roll a mass of attack rolls; so long as you know the order, you can apply the stun and retroactively add advantage.
Another trick that 4e tried (and failed at) was to avoid multi-tap attacks, and if you do do multi-tap attacks make them mechanically simple. 4e failed at this because multi-tap attacks ended up doing much more damage than single big attacks, but at least they tried.
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If I took the "damage per second must remain high" rule and applied it to 5e, we'd do away with extra attack and replace it with more damage dice on a hit.
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Combat Mastery:
Starting at level 5, at the start of your turn roll 1d20. This roll can be used to replace a weapon attack roll before the start of your next turn (you can do this after you know your attack missed). In addition, your weapon attacks deal two sets of weapon damage dice. In addition, if your attack reduces a creature to 0 HP, you can make 1 additional weapon attack this turn (if you aren't incapacitated).
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I think this generates a similar level of damage per second to 5e "extra attack", but I tried to speed it up a bit. I avoided up-front decisions.
We roll 1d20 "mastery" die at the start of your turn. If you roll a 20, you know you are getting a crit on demand, which is fun. There is no decision here.
We then make an attack. This attack is not quite twice as powerful as a baseline 5e two attack routine, but because it is one attack the resolution is faster.
If it does drop someone, you get a free cleave. I put this here because it (a) doesn't happen often except against mooks, and (b) keeps needless decisions out of the primary execution path. I could pick "you can split your attack into 2 targets for 1 set of damage dice each" or something, but that would require an on the fly tactical decision each turn, and that slows play.
The fighter Improved Combat Mastery, that does 3 dice of weapon damage, gets 2 Mastery dice, and can make up to 2 additional attacks if you kill targets, also fits right in at level 11.
As a side benefit, opportunity attacks don't suck (your mastery die applies to them, and you get extra damage dice), and two weapon fighting also doesn't suck (as it gets extra dice of damage as well) unlike baseline D&D.
We'd have to tweak the Paladin's Improved Divine Smite (I'd probably make it +2d8 radiant on a hit once/turn) to account for 1 attack/turn, and the same with the Barbarian (I'd swap Rage Damage for Rage Damage Die to start, then pack more oomph into their crit abilities).
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Applying DPS reasoning to spellcasters, one thing I've played with is making powerful spells take more than 1 turn to cast. Like, instead of fireball being 8d6, it is 12d6 but requires 2 turns to cast, with a cantrip before starting casting and one after you finish casting it. (If you can cast a cantrip and start casting a spell on the same turn, spells like blade ward become interesting!)
The narrative impact of powerful spells gets spread out over multiple turns (keeping their damage per round under control), while the damage per second is kept up by making the spells impact larger. And wizards only spend 1 turn in 2 picking the ideal spell to cast.
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Anyhow, I digress.
No, Damage per Second is damage per real life second at the table. This exists outside of CRPG and MMOs.DPS is only a thing in CRPGs/MMOs with real time combat.
Though I suppose its inevitable that some spell in some edition has been that baroque, I can't really think of a lot of D&D mechanics that accomplish something simple like just doing damage to one target, slowing the game down that much. It's more interesting mechanics that do more than just damage.A mechanic that generates high damage per round can easily also generate low damage per second. An example is a single attack that does 50 damage as 1 action, vs 10 attacks as 1 action each of which does 5 damage - the average damage per round is identical, but resolving the 10 attacks will take every table longer (and some MUCH longer).
Can't go over everything but, these bits stood out:I described something in detail. Please do me the courtesy of not dismissing it
I see. A player rolling to hit twice in one round slows things down. What about a spell that forces saves for half damage from multiple targets?If I took the "damage per second must remain high" rule and applied it to 5e, we'd do away with extra attack and replace it with more damage dice on a hit.
So, make an attack roll on one round, on the next round force multiple saves and make another attack roll - will speed things up?Applying DPS reasoning to spellcasters, one thing I've played with is making powerful spells take more than 1 turn to cast. Like, instead of fireball being 8d6, it is 12d6 but requires 2 turns to cast, with a cantrip before starting casting and one after you finish casting it. (If you can cast a cantrip and start casting a spell on the same turn, spells like blade ward become interesting!)
Different tables can resolve turns much faster or slower than others, and different individuals have vastly different perceptions of time and tolerance for 'delay' (ie, getting the action back to the only turn that matters, theirs.) Of course, if a game is balanced, players are comparably skilled, and play time is fairly distributed, then, in oder to get back to your turn quickly, you turn will aslo be shorter. That's the best 'fast combat' can hope to accomplish - cycling very short turns. Whether you get 12 turns that each resolve in 30 sec or 3 turns of 2 min each out of an hour of play, you're still not taking your turn for 54 min of that hour.No, Damage per Second is damage per real life second at the table. This exists outside of CRPG and MMOs.
This is highly meaningful, as the experience of table top role playing games is actual people at actual tables spending actual time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.