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General Tabletop Discussion
*Dungeons & Dragons
Average damage or rolled damage?
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<blockquote data-quote="Zinnger" data-source="post: 6754661" data-attributes="member: 6788910"><p>I didn't read all the responses but I wanted to share this. I think that each group gets enjoyment from a variety of things. Some like the more theater of mind and story telling while others like the grit and grind of the grid with special tactics to gain advantages. What your group desires will determine what works best at your table. I agree that rolling everything random can make for long fights and sap the fun away. I also feel the uncertainty and randomness can add a level of fun and challenge. So as for me and my group, I use an app on my iPad that controls everything so it is very easy and very fast. Everything is random and fresh. HP are rolled separately for each mob, damage rolled for each hit, initiative rolled each round, everything. Better heal now because if you won initiative this round and lose it next round, the monster may go TWICE before you go again! For us it adds a level of urgency, challenge, and fun!!! We love it!</p><p></p><p>I suppose if you really want fast above random, why even roll to hit? If you need to roll a natural 15, for example, why roll at all. Just say that you hit once for every 4 attack attempts and deal the average damage. There used to be written books that would tell you to turn to a certain page based on your action. When you get to that page you would read what happened as a result of your action and make your next choice and advance to the next indicated page. NO DICE NEEDED! I read a few of those books and found them to be far less fun than playing a real game with real random outcomes. But that's just me and my group. We love the random - nobody knows - better hope this works - type of combat. That's more than half the fun for us. But... each to his own...</p></blockquote><p></p>
[QUOTE="Zinnger, post: 6754661, member: 6788910"] I didn't read all the responses but I wanted to share this. I think that each group gets enjoyment from a variety of things. Some like the more theater of mind and story telling while others like the grit and grind of the grid with special tactics to gain advantages. What your group desires will determine what works best at your table. I agree that rolling everything random can make for long fights and sap the fun away. I also feel the uncertainty and randomness can add a level of fun and challenge. So as for me and my group, I use an app on my iPad that controls everything so it is very easy and very fast. Everything is random and fresh. HP are rolled separately for each mob, damage rolled for each hit, initiative rolled each round, everything. Better heal now because if you won initiative this round and lose it next round, the monster may go TWICE before you go again! For us it adds a level of urgency, challenge, and fun!!! We love it! I suppose if you really want fast above random, why even roll to hit? If you need to roll a natural 15, for example, why roll at all. Just say that you hit once for every 4 attack attempts and deal the average damage. There used to be written books that would tell you to turn to a certain page based on your action. When you get to that page you would read what happened as a result of your action and make your next choice and advance to the next indicated page. NO DICE NEEDED! I read a few of those books and found them to be far less fun than playing a real game with real random outcomes. But that's just me and my group. We love the random - nobody knows - better hope this works - type of combat. That's more than half the fun for us. But... each to his own... [/QUOTE]
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Average damage or rolled damage?
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