D&D without dice. . .

usdmw said:
Here's a different take on the issue.

You can keep randomness without dice. Simply have each player give you a random number within the appropriate dice range. Make up a similar number yourself in advance. Now add them. If the result is higher than the max value of the range, subtract the max value from the sum.

This is super fast.


That might work. Also, I'm reminded of the Fading Suns Passion Play rules. In D&D it would work like this:

A player basically chooses X number between 1 and 20. The GM does the same. The difference between the two is the Base Action Value (add modifiers).

Hmm. . . that seems remarkably intuitive. Thanks for the idea!
 

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jdrakeh said:
If you need a spreadsheet to track dice rolls (or initiative, etc), I not so humbly suggest that you're playing a game far too complex to be intuitive during online play.

You mistake me: I'm saying that the simplet way to generte a lot of random d20 (or whatever) results is to put something like =RANDBETWEEN(1,20) in cell A1 and then replicate it in a spreadsheet enough times.

See the attached.
 


Quartz said:
You mistake me: I'm saying that the simplet way to generte a lot of random d20 (or whatever) results is to put something like =RANDBETWEEN(1,20) in cell A1 and then replicate it in a spreadsheet enough times.

See the attached.

My apologies. I'll take a look at this when I get home (I can't view attachments from behind the firewall at work).
 

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