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How to make D&D games run faster?
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<blockquote data-quote="Obergnom" data-source="post: 3700791" data-attributes="member: 7145"><p>I thought alot about how to make D&D run faster, recently. I think there are two points that can be made simpler, generation of game material (characters, monsters, adventures) and the game itself.</p><p></p><p>I thought more about how game is run, and what changes would speed this up.</p><p></p><p>These are areas that could be simplified, IMO:</p><p></p><p>Skills: I like the idea of not using fixed DCs. Just give a fixed number for what is easy (DC5) or nearly impossible (DC35) and let the DM decide. Use opposed checks as often as possible. (Tumble Skills vs. Attack). This would (at least in my group) reduce "looking stuff up" time.</p><p></p><p>Combat: Remove Itterative Attacks. In my campaign we use -3 on all attacks per additional attack you have got, if you choose to use it. Works great, and you just have to add one number, not 3 or more, to different dice rolls.</p><p></p><p>Remove the confirmation roll of critical hits.</p><p></p><p>Make the combat maneuvers simpler, so less looking up is required. One Roll per maneuver shuold be enough.</p><p></p><p>Magic: Remove spells. This would be radical, but in my experience, at higher character levels, the caster players spend of their time looking up spells. Every spell is a single new rule for the game. Thats just to much. Create a building blocks system. It is easier to learn 40 Blocks than 500 spells.</p><p></p><p>These are just some thought I had.</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3700791, member: 7145"] I thought alot about how to make D&D run faster, recently. I think there are two points that can be made simpler, generation of game material (characters, monsters, adventures) and the game itself. I thought more about how game is run, and what changes would speed this up. These are areas that could be simplified, IMO: Skills: I like the idea of not using fixed DCs. Just give a fixed number for what is easy (DC5) or nearly impossible (DC35) and let the DM decide. Use opposed checks as often as possible. (Tumble Skills vs. Attack). This would (at least in my group) reduce "looking stuff up" time. Combat: Remove Itterative Attacks. In my campaign we use -3 on all attacks per additional attack you have got, if you choose to use it. Works great, and you just have to add one number, not 3 or more, to different dice rolls. Remove the confirmation roll of critical hits. Make the combat maneuvers simpler, so less looking up is required. One Roll per maneuver shuold be enough. Magic: Remove spells. This would be radical, but in my experience, at higher character levels, the caster players spend of their time looking up spells. Every spell is a single new rule for the game. Thats just to much. Create a building blocks system. It is easier to learn 40 Blocks than 500 spells. These are just some thought I had. [/QUOTE]
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