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Design & Development: Simplifying dice pools
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<blockquote data-quote="delericho" data-source="post: 3096770" data-attributes="member: 22424"><p>I don't agree that it is. I think certain elements are too complicated and should be simplified, but the system as a whole? No.</p><p></p><p></p><p></p><p>Surely adding a +1 or +2 here or there isn't that hard? Especially since there's nothing (as far as I know) to prevent the players in the scenario simply crossing off the original value and writing in the new when it applies.</p><p></p><p></p><p></p><p>That's not so bad - there's no reason the effects of those modifiers can't be worked out ahead of time. After all, all the effects are known, and can be pre-calculated. Then, when you cast the spell, just turn to the appropriate page in your expanded character sheet.</p><p></p><p>Likewise, there's no reason the Fighter with both Power Attack and Expertise can't have sheets done with all his available combinations, and the attack bonuses, AC values and damage results pre-figured.</p><p></p><p>Big problems can occur when effects are applied to other characters, especially penalties. Energy Drain is a real problem, and if Divine Power were not a Personal spell it would be an issue (and don't get me started on Polymorph...). Of course, doing all this prep is bad for the DM, and you can really ruin his day by casting Dispel Magic on his BBEG Cleric and get rid of some (but not all) of his buffs.</p><p></p><p>But that's probably another discussion.</p><p></p><p>Besides, we're talking about 20th level characters here. The mere fact that he was able to get them down to a single sheet, and make them playable <em>at all</em> for inexperienced players is nothing short of a miracle - usually, by the time a group has reached that level, they have had months of play behind them getting to know the system and getting to know the specific abilities of their chosen character (and, IRL as well as in-game, experience counts).</p></blockquote><p></p>
[QUOTE="delericho, post: 3096770, member: 22424"] I don't agree that it is. I think certain elements are too complicated and should be simplified, but the system as a whole? No. Surely adding a +1 or +2 here or there isn't that hard? Especially since there's nothing (as far as I know) to prevent the players in the scenario simply crossing off the original value and writing in the new when it applies. That's not so bad - there's no reason the effects of those modifiers can't be worked out ahead of time. After all, all the effects are known, and can be pre-calculated. Then, when you cast the spell, just turn to the appropriate page in your expanded character sheet. Likewise, there's no reason the Fighter with both Power Attack and Expertise can't have sheets done with all his available combinations, and the attack bonuses, AC values and damage results pre-figured. Big problems can occur when effects are applied to other characters, especially penalties. Energy Drain is a real problem, and if Divine Power were not a Personal spell it would be an issue (and don't get me started on Polymorph...). Of course, doing all this prep is bad for the DM, and you can really ruin his day by casting Dispel Magic on his BBEG Cleric and get rid of some (but not all) of his buffs. But that's probably another discussion. Besides, we're talking about 20th level characters here. The mere fact that he was able to get them down to a single sheet, and make them playable [I]at all[/I] for inexperienced players is nothing short of a miracle - usually, by the time a group has reached that level, they have had months of play behind them getting to know the system and getting to know the specific abilities of their chosen character (and, IRL as well as in-game, experience counts). [/QUOTE]
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