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How to Make D&D Accessible to the Non-Mathematically Inclined?
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<blockquote data-quote="Pielorinho" data-source="post: 3411793" data-attributes="member: 259"><p>What i generally do is to put as much of the information on the character sheet as possible.</p><p></p><p>For example, don't just put the archer's attack bonus down. Also put a separate line labeled, "WITHIN THIRTY FEET!" with PBS included. For a two-weapon fighter, do something similar.</p><p></p><p>Make sure all bonuses are calculated correctly, <strong>once</strong>. After that, they just need to look at the character sheet.</p><p></p><p>If some weird modifier comes into play--say, someone casts Bull's Strength on the fighter-- have a player handily figure out what their new mods will be, <strong>and write them down</strong>. Index cards are good for this: write down the modified attack sequence, hand it to them, and have them work from that till the end of combat.</p><p></p><p>The most difficulty I've seen with the math is from people who don't just figure it out ahead of time, who try to figure it out during each combat round, and screw things up royally that way. Take a few extra lines of the character sheet to write out all their common attack sequences, and it'll save a lot of grief in the long run.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 3411793, member: 259"] What i generally do is to put as much of the information on the character sheet as possible. For example, don't just put the archer's attack bonus down. Also put a separate line labeled, "WITHIN THIRTY FEET!" with PBS included. For a two-weapon fighter, do something similar. Make sure all bonuses are calculated correctly, [b]once[/b]. After that, they just need to look at the character sheet. If some weird modifier comes into play--say, someone casts Bull's Strength on the fighter-- have a player handily figure out what their new mods will be, [b]and write them down[/b]. Index cards are good for this: write down the modified attack sequence, hand it to them, and have them work from that till the end of combat. The most difficulty I've seen with the math is from people who don't just figure it out ahead of time, who try to figure it out during each combat round, and screw things up royally that way. Take a few extra lines of the character sheet to write out all their common attack sequences, and it'll save a lot of grief in the long run. Daniel [/QUOTE]
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