"I hate math"

Great thread, everyone! Just finished reading everything. Ashockney, thanks for playing "moderator"!

FIRST: My Recommendations
These recommendations are to help with several of the pitfalls discussed in this thread.

1. Design a simple mass combat system. This system must provide a way for both large-scale wars and also small groups of PCs against overwhelming forces.
(helps reduce the pitfall of too many rolls)

2. Eliminate Hit Points in favor of a UA Damage Save Mechanic or Mutants & Masterminds style wounds. At the very least, create a "Mook" system for minions which allows them to be dispatched in a single blow, thereby eliminating the need for a GM to keep track of so many hit points.
(reduces the pitfalls of too much record keeping)

3. Eliminate feats/spells/or magic items which provide modifiers. In other words, reduce the number of modifier sources in the game. For example, a GM could eliminate feats like dodge or weapon focus which provide adjustments to a roll. I think that eliminating spells and magic items like shield or strength would greatly reduce the number of modifiers, though it would create a different feel to magic (and require new spells to replace the eliminated ones). Above all, a "Master Table" of situational modifiers should be included as a guideline for GMs to create their own modifiers.
(helps to reduce the pitfalls of too many modifiers)

4. Eliminate most initiative rolls by using the SNAP system.
(again, reduces the pitfalls of too much rolling)

5. Provide an action point-integrated method for allowing players narrative control. In many games, the GM has final say on modifiers or DCs; this attempts to return some power to players. The Adventure d20 rules provide some good options. In a more narrative game, allowing the players to narrate the results of their investigation based on a new "Clue Roll" system might work. In addition, players could have the option of sacrificing damage on their attacks to dictate special effects.
(helps to overcome 2 pitfalls - (1) players feeling their GMs have too much powers, and (2) combat feels to dry and lacking in suitably suspenseful & amazing stunts)

6. Limit each character to 1 attack roll per round. This requires re-working the move action/full action rules. One possibility is allowing 1 roll to be made for multiple attacks. Another possibility is providing new rules which allow a player to take advantage of their environment to create modifiers for themselves. Obviously combat-centric classes would need a little extra boost to compensate for the loss of multiple attacks. More high-level fighter feats would be appropriate, as would be providing class abilities to high-level warriors like "size up your opponent" or "conceal weapon".
(helps reduce the amount of dice rolling and quickens the tempo of combat)

7. Create more clearly/better defined rules for non-combat situations in d20. Great examples include Hot Pursuits guide to chases, and Dynasties & Demagogues guide to debates. Skills should be given much more uses (e.g. what about using Bluff to feign death or to get a villain to gloat?), and Diplomacy especially would be revised. Investigation montages (from the M&M adventure Church & State) would be incorporated into the "core rules".
(Allows a GM more options in planning an adventure. Rather than planning combat tactics, a GM could record chase tactics, debate tactics, or detail an investigation. This encourages players to try other tactics beyond combat, seeing that there are rules for them.)

8. Provide clear examples of a scaled "Role-Playing Standard." In other words, you decide if your group is Hack-n-Slashers, Adventurers, or Method Actors. Then, finding the appropriate section in the rules book, you would be given examples of what sorts of modifiers (bonuses & penalties) are appropriate for a player's detailed description.
(This would clear up confusion and player-GM debate when a player wants to try something the "rules wouldn't otherwise let them do". In this case, the rules would provide examples of how a GM could reasonably handle the situation.)

SECOND: Rules Should be Modular

I think Ourph states a really important point.... What kind of game you run depends on the type of players, the trust between GM and players, and whether everyone is more interested in tactical or narrative gaming.

I would find it very helpful if a new version of D&D provided more modularity to the rules, rather than stated "these are the rules." I think any RPG should be treated like a supplement (even the so-called "core rules") from which a GM can pick and choose as is appropriate to their group.
I've never seen this written in any rulebook (for any RPG), and I think it is sorely needed. Here is an example of the kinds of guidelines I would find helpful. I will only write up the first as a model, but I'll include a lengthy list of important topics that I'd like to see covered in any rulebook.

Players and GM Trust Each Other 100%
Your gaming group might be old friends who have gamed together for a while. But even then, having total trust between players and the GM is rare. Many consider this to be the ideal gaming group. In this case, the GM can let the players calculate all modifiers for their PCs. Likewise, the players acknowledge and embrace the GM fudging rules for the sake of gameplay. If the group is more focused on tactical simulation, the GM is expected to be open to the players about his or her house rules, and likewise the players are expected to be understanding and avoid bickering. Often such groups find it easy to create house rules on the spot for every situation. GMs need not worry that their ruling appear "inconsistent" because the players put their trust in the GM to apply the same logic next time.
How do I know if this is my group? Putting it to a vote is one way to tell. A better indicator is how the group handles a gap in the rules. If a GM is open to a player's argument about modifiers, resolving the debate quickly in order to get on to the game, the GM is showing trust in his/her players. If a player questions the GM only rarely and is willing to accept GM fiat, the player is exhibiting trust in the GM.
Rules: In "100%" games, players put their faith in the person of the GM as opposed to the rules. Thus, rules can be modified or changed at will - provide advance notice is given. Rules will often be sacrificed in order for the sake of the genre / theme of the RPG.
Players: Accept the GM's fiat. Should handle determining all modifiers for their PCs, and any cohorts. Encouraged to present house rules for inspection by the GM. No secrets about the character are kept from the GM (i.e. full disclosure). Knowledge the player has but their PC doesn't stays won't impact the PCs' decisions.
GM: Acknowledge every rules question/argument the players bring up. Fudging the rules is part of your "job description." Can present new rules to the group in between game sessions. Dice rolls are made in the open. Doesn't need to hide information from the players (e.g. no GM screen is needed).

Players and GM More Interested In Narration Than Tactical Simulation

Senile Players Who Can't Remember Which Can of Mountain Dew Is Theirs

Adult GM Runs Game For Young Players

Everyone Is New To Gaming

Experienced GM Runs Game For Mostly Newbies

First Time Playing Together (e.g. Convention Game)

Running A Game For Split-Up PCs


P.S. And Ashockney, since I know you're going to ask... I DMed up until 15th level in AD&D, then switched to 3e until 17th level. :)
 
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Quickleaf, thank you for your participation in this topic. I hope this will be something looked at by the many designers who are out here on the boards, as we look at our next edition. I think you've done a nice job of providing some great credits to other companies that can provide very complementary rules.

Seeing this thread was a terrific blast from the past. It was about a year ago, that it came up! Origins is coming up again, and this year, I have a new system I've developed (in part, highlighted by the things on this thread). I'll be playtesting it in two different games, listed under Myrik Games. I hope to see some of you at Origins this year. I'll let you know how it works out.

Thanks again to everyone who participated in this dialogue.
 

ashockney said:
More options, more actions, more dice, more modifiers...

Here's a great example from Origins: A fighter/rogue with Expert Tactician, 4d6 sneak attack, a holy weapon, and Greater Invisibility, (Mass) Haste, and had drunk a potion of Bull's Strength. Wielding a keen falchion with improved crit. Now, her bonuses to hit were pre-calc'd with bull's str, but not the +1 from haste (from party), or the +2 from fighting invis, or the +2 if she could get flanking. The attack routine could be anywhere from one - four depending upon movement, haste, and expert tactician. If she hit, she has a 45% chance of threatening. For each hit, she deals 2d4+8 damage per swing +4d6 sneak +2d6 holy (what multiplies)? At the end of this little routine, the cleric reminded them that they just cast prayer for another +1 to hit and damage to each roll. (Rolling to hit required up to 8 rolls with up to six modifiers, and damage required rolling and adding up 8 dice per attack times 4 attacks + with up to seven modifiers per attack).

That's mostly not math. Its mostly lots of dice. This isn't that hard to do either.

The bonuses you listed to hit are simple to work with - they are adding 1s and 2s. I'm not sure how that becomes "difficult math". Or even "a lot of math". His attack roll, with haste, prayer, flanking and invisible adds +6 to his normal roll.

For the criticals, the rule has always been that extra dice of damage don't multiply, everything else does. So, on a critical, he deals 4d4+18 (because prayer adds to damage) +6d6 (sneak attack plus holy damage). Now, that's a lot of dice, but not a lot of math.

I use a house rule that if you forget to add in a modifier and don't remember until later, you don't get to go back and add it back in. It is a self-imposed penalty. Remember next time.
 

I don't hate math. I hate accounting.

If you are holding your breath that the designer of the next editions are taking notes on this thread, I would say that chopping out character options is the wrong way to go about it. It's throwing the baby out with the bathwater AFAIAC.

If there is one thing that would speed up high level play, it would be a mechanical change that would minimize accounting. To wit: do away with iterative attacks.

Iterative attacks are, IME, the bane of game flow at high level. IME, character options that Quickbeam wants to throw out with the bathwater actually speed play by producing effective means of neutralizing enemies.

But tracking 3 or 4 different numbers every time your turn comes up is a pain in the butt. It's like the storyteller hit/dodge/damage/soak thing all over again. Lost of rolls, lots of adding, lots of numbers that are easily lost track of.

Even giving the players a single number that they consistently add to all rolls would be a significant improvement -- then the dice become the record (which works for d20 since there is only one dice roll.... storyteller is frelled because you need to have too many dice and associated them so you couldn't use dice to keep records.)

In my high level games, I get around this by haking characters keep a scratch pad and adding their numbers up once or jotting it on the battlemat. But it's just a workaround.
 

Ourph said:
A Rogue with bracers of armor +3, Dex 18, ring of protection +1, amulet of natural armor +2, the Dodge and Mobility feats and fighting defensively. The Rogue moves through the threatened squares of a wraith and an invisible fighter wielding a longsword; ends his movement next to a Cleric holding an inflict light wounds spell in his hand and tries to initiate a grapple. The rogue has declared his Dodge vs. the Cleric.

What is his AC vs. each opponent for the AoOs he provokes?

21 vs the cleric for the grapple.

20 vs the fighter for the movement.

19 vs the wraith for the movement.

EDIT: Well, those are completely wrong. I missed that Mobility was a Dodge bonus, that the character was fighting defensively, and that the cleric was using an on-hand spell for his AoO. But, the point still stands -the arithmetic was not a problem, I just misremembered what certain abilities did, and misread the post. If this were actually my character I would have all that info on hand, and would be tumbling anyway.


Done in my head in virtually no more time than it took to read your post. I haven't looked anything up, so it's possible I have missremember something somewhere along the line, but that has nothing to do with the difficulty of the arithmetic (or lack thereof).

EDIT: I should say, I am all in favour of streamlining high level D&D, as long as it doesn't involve throwing the baby out with the bath water. High level D&D is complicated, but it doesn't have any maths.

glass.
 
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jmucchiello said:
The game would be simpler if there were only so many modifiers. Each of them would get a space on the character sheet. The short description of spells would always include the modifer type for ease of reference.

Well said.


glass.
 

I've played up to 16th and 17th before and we just started a campaign that is plotted out 'til 20th. It's no harder keeping track of various modifiers than it is at, say, fifth level. It all comes down to organization.

For example, I know the standard attacks I'll be doing and the feats I have. I know what bonuses are operating all the time and so I go ahead and add them in on the weapon line. Currently I have a BAB of +0, str mod of +4 to hit and damage, a masterwork weapon for +1 to hit, and I have the feat Wpn Focus for that weapon. On the weapon line all it says is +6 hit. Surely there are not people recalculating all that stuff each time?

Probably the confusion also comes in from a spellcaster, usually a bard or cleric, that isn't clear on what their spells do and cannot effectively tell people what to add.
 

There are tons of games that are less math- and accounting- intensive. Honestly Hero, GURPS, and Exalted are the only games I can think of in the same complexity level as 3.x. I found it overwhelming as a player with 3.0 and no expansions -- I wouldn't even touch it now.

There's nothing bad or good about level of mathematical involvement in a system, just preference. I do think that a fair amount of people playing D&D would prefer less math. Some people, though, heck, that's half the reason they play, calculating up the odds and figuring out complex tactics.

As for less math-intensive systems for fantasy roleplaying, off the top of my head there's True20, Castles&Crusades, Burning Wheel, The Shadow of Yesterday, FATE, The Riddle of Steel, etc. Some of these have different base assumptions than others, given that there's a lot of non-"D&D-like" fantasy out there. All of these are discussed fairly often on RPG.net.
 

WayneLigon said:
I've played up to 16th and 17th before and we just started a campaign that is plotted out 'til 20th. It's no harder keeping track of various modifiers than it is at, say, fifth level. It all comes down to organization.

...[snip]...

Probably the confusion also comes in from a spellcaster, usually a bard or cleric, that isn't clear on what their spells do and cannot effectively tell people what to add.

Speaking as someone who DMs a group of six 25th-level characters, I can assure it gets exponentially harder to account for EVERY bonus under EVERY situation as time goes on.

A running gag in our game is this: Paladin attacks creature. Paladin then runs down the list: Is it evil? Is it an Outsider? Is it Chaotic? Is it resistant to fire? Does it criticals?

When you have dozens of spell-effects from multiple items, monsters powers, spells and a littany of class abilities, it's a question of context. The issue isn't the individual, it's the collective whole. The actual math isn't the problem, as Psion said...it's the accounting. Keeping track of all the data is the problem with high-level play, IMHO, not the adding of the actual numbers.

The problem compounds when you have multiple similar effects, and sometimes it's unclear how they interact. Are you within 20' of Bob? Then you have SR32, unless you're chaotic, then you only get SR21, but that's superseded by your class benefit of SR25. But which comes first, your spell-based SR, bob's item that gives SR or the SR you get from your class ability (but that only works against outsiders)? Which insight bonus do you have that's the greatest...oh wait, that's not an insight bonus, it's a competence bonus...or is it a luck bonus? Hold it: it's nameless, so it stacks.

And so on, and so forth.
 

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