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How to make D&D games run faster?
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<blockquote data-quote="SlyFlourish" data-source="post: 3724592" data-attributes="member: 54840"><p><strong>Ways to speed up a D&D game</strong></p><p></p><p>I have this same problem with my 16th level D&D 3.5 campaign and I'm guessing so do a lot of folks given what I heard at Gencon and the direction of D&D 4th edition.</p><p></p><p>I started a new campaign and here were some rules I put into effect:</p><p></p><p>Spontaneous spell casters only. No wizards, druids, clerics, rangers, paladins or the rest. I added in warlocks, shadowcasters, favored souls, and binders.</p><p></p><p>Attributes are picked, recorded, and tracked by the bonus instead of the number.</p><p></p><p>+3 strength, +2 dexterity, +1 constitution, -1 wisdom, 0 intelligence 0 charisma.</p><p></p><p>Group buffs are considered auras: spell casters lose a spell slot but everyone can figure group buffs into their character sheets. Bless, holy aura, haste, and the stat buffs all apply. This adds a big power jump to the game so I do the same thing with monsters.</p><p></p><p>Skill bonus = level + attribute. +5 if it's a skill using the primary attribute of the class. +5 if they're human. +5 if they're rogues. Skills aren't individually tracked. When someone wants to do something, they roll against level + most likely attribute. This is clearly broken but it's also fast.</p><p></p><p>No crit confirmations. Threat ranges are shrunken by one. All weapons but a rapier crit on 20. improved crit and keen can take it to a maximum of 18,19,20.</p><p></p><p>Diagonal movement counts as 1. Let people move fast, so what. It's a lot easier this way.</p><p></p><p>Remove iterative attacks and add 1/2 level to damage. Gain one extra attack at +10 BAB. Haste also gives an extra attack.</p><p></p><p>Power Attack is 1/1 even on two-hand weapons. No strength bonus for 2 hand weapons. Prevents min-maxing on power attack two-handed weapons. At Gencon I played in two games where I severely out damaged everyone else by using this technique. It's broken.</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 3724592, member: 54840"] [b]Ways to speed up a D&D game[/b] I have this same problem with my 16th level D&D 3.5 campaign and I'm guessing so do a lot of folks given what I heard at Gencon and the direction of D&D 4th edition. I started a new campaign and here were some rules I put into effect: Spontaneous spell casters only. No wizards, druids, clerics, rangers, paladins or the rest. I added in warlocks, shadowcasters, favored souls, and binders. Attributes are picked, recorded, and tracked by the bonus instead of the number. +3 strength, +2 dexterity, +1 constitution, -1 wisdom, 0 intelligence 0 charisma. Group buffs are considered auras: spell casters lose a spell slot but everyone can figure group buffs into their character sheets. Bless, holy aura, haste, and the stat buffs all apply. This adds a big power jump to the game so I do the same thing with monsters. Skill bonus = level + attribute. +5 if it's a skill using the primary attribute of the class. +5 if they're human. +5 if they're rogues. Skills aren't individually tracked. When someone wants to do something, they roll against level + most likely attribute. This is clearly broken but it's also fast. No crit confirmations. Threat ranges are shrunken by one. All weapons but a rapier crit on 20. improved crit and keen can take it to a maximum of 18,19,20. Diagonal movement counts as 1. Let people move fast, so what. It's a lot easier this way. Remove iterative attacks and add 1/2 level to damage. Gain one extra attack at +10 BAB. Haste also gives an extra attack. Power Attack is 1/1 even on two-hand weapons. No strength bonus for 2 hand weapons. Prevents min-maxing on power attack two-handed weapons. At Gencon I played in two games where I severely out damaged everyone else by using this technique. It's broken. [/QUOTE]
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