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*Dungeons & Dragons
An idea to make the game feel lighter
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<blockquote data-quote="Li Shenron" data-source="post: 6373590" data-attributes="member: 1465"><p>Have you tried it in 5e, or only in previous editions?</p><p></p><p>My starting point is that in 3e it was hardly possible to have this approach with the character sheet.</p><p></p><p></p><p></p><p>That's not how I feel. As a (moderately) experienced player myself, I think that I won't need to look at three places. </p><p></p><p>I would be using the same proficiency bonus all the time for every trained check/save/attack for many gaming sessions before the bonus changes, I'll practically <em>never </em>really need to look it up. Everybody already knows it's +2 if you start at 1st level, for instance. Almost every character has 2 saving throws proficiencies, so even that will quickly stick to my mind, no need to look them up every time. I would have 4-5 skill proficiencies, or twice as many if playing a Rogue: this is going to be the hardest case, but it doesn't sound that hard.</p><p></p><p>Then my whole point is, those "few seconds" <em>may </em>turn up to be less than the few seconds needed to wade through a cluttered character sheet with lots of numbers. It depends, who knows... maybe it'll be quicker if I have a short list of 4 skills which stands out very visibly in an almost-empty character sheet, rather than a list of 18 skills.</p><p></p><p></p><p></p><p>The trade-off is that with the traditional character sheet, the new player is going to spend half an hour filling it up, and she is still going to ask every time the experienced players to explain how to calculate this and that (especially because a mistake here may stick forever). Then she will be using only a few of those stats at all in actual gameplay. </p><p></p><p>The "light" character sheet tries to save time at character creation and when levelling up, at the expense of taking more time in gameplay, but whether the net result in gameplay is <em>really</em> to slow it down, is unclear until we actually try. It could be in fact the opposite for some players, if every time at their turn they are wading through a long list of things instead of a shorter one focused on what their PC can do <em>well</em>. We are only theorizing right now... I want to see this at the gaming table. </p><p></p><p>There is also an intermediate alternative here: a character sheet that lists only stuff you're proficient at but ALSO with the total bonus precalculated. So the stuff you're good at is ready-to-use, and the calculation of the rest is delayed until you decide to try.</p><p></p><p></p><p></p><p>Aboslutely! That's of course the bottom line. I am trying to think out of the box to see if the alternative is competitive in terms of convenience.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6373590, member: 1465"] Have you tried it in 5e, or only in previous editions? My starting point is that in 3e it was hardly possible to have this approach with the character sheet. That's not how I feel. As a (moderately) experienced player myself, I think that I won't need to look at three places. I would be using the same proficiency bonus all the time for every trained check/save/attack for many gaming sessions before the bonus changes, I'll practically [I]never [/I]really need to look it up. Everybody already knows it's +2 if you start at 1st level, for instance. Almost every character has 2 saving throws proficiencies, so even that will quickly stick to my mind, no need to look them up every time. I would have 4-5 skill proficiencies, or twice as many if playing a Rogue: this is going to be the hardest case, but it doesn't sound that hard. Then my whole point is, those "few seconds" [I]may [/I]turn up to be less than the few seconds needed to wade through a cluttered character sheet with lots of numbers. It depends, who knows... maybe it'll be quicker if I have a short list of 4 skills which stands out very visibly in an almost-empty character sheet, rather than a list of 18 skills. The trade-off is that with the traditional character sheet, the new player is going to spend half an hour filling it up, and she is still going to ask every time the experienced players to explain how to calculate this and that (especially because a mistake here may stick forever). Then she will be using only a few of those stats at all in actual gameplay. The "light" character sheet tries to save time at character creation and when levelling up, at the expense of taking more time in gameplay, but whether the net result in gameplay is [I]really[/I] to slow it down, is unclear until we actually try. It could be in fact the opposite for some players, if every time at their turn they are wading through a long list of things instead of a shorter one focused on what their PC can do [I]well[/I]. We are only theorizing right now... I want to see this at the gaming table. There is also an intermediate alternative here: a character sheet that lists only stuff you're proficient at but ALSO with the total bonus precalculated. So the stuff you're good at is ready-to-use, and the calculation of the rest is delayed until you decide to try. Aboslutely! That's of course the bottom line. I am trying to think out of the box to see if the alternative is competitive in terms of convenience. [/QUOTE]
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