"I hate math"

The complexity is in the number of variables.

Any complaints about the math are unfounded. Anyone of us is capable of adding +1 or +2.

The probelm is that we have a slew of modifiers from many sources that may or may not stack, combined with modifiers that are purely situational. Keeping track of all the variables becomes very cumbersome. It becomes moreso when you have mixed opponents that are affected by different modifiers.

This results in having to setup near algerbraic equations for every combat encounter. Expressing it as near pseudo code:

for each player;
for each attack option player can make;
for each enemy;
determine attack to-hit;
determine attack damage;

for each enemy
for each attack option enemy can make;
for each player;
determine attack to-hit;
determine attack damage;


And for determining attack to hit and damage, you have something that looks like this.

To Hit = Bab + SB + WB + RM + Buff + SM + SA;
Dmg = Multiplier x (Base Dice roll + SB + WB + Buff + SM + SA) + SneakAtk;
AC = Armour + Dex + Dodge + SM + Buff + SA;

Where:
Bab = base attack bonus
SB = Stat bonuses
WB = Weapon Bonuses
RM = Range Modifier <ranged weapon only>
SM = Situational Modifier <higher ground, charge, suprise>
SA = Special abiilities, such as class abilities
Multiplier = Critical or lance charge multiplier

Any sane DM and player pre-calculates most of this, leaving only things that change round to round, such as range modifier, situational modifiers, and the use of special abilities and buff / anti- buff spells that dont come up too often, like chill touch.

The only part where this really breaks down is when you have crap like a sword with +2, +5 vs Evil, of Wounding. That weapon alone has a to hit modifier that may not always apply to every opponent to hit, and a damage modifier that wont affect a slightly different subset of opponents. It is very possible to come up with a fight with 3 opponents that the weapon affects differently.

The only way to avoid these problems is to quietly cut out the parts of the game that add complexity you do not see as necessary, and not giving out magic items that add too much work, not using combat options that you cannot resolve quickly (typically bull rush, grapple, and trip, and any other action that has more then 2 or 3 potential variables) and not using enemies that do the same.

The complaint about complexity is a valid one I am afraid. But I think that in practice it is largly mitigated by the fact that people dont seem to use many of the rules that annoy them. Have any of you had a bull strenghed, and blessed player performing a bull rush down hill into a waist deep river against an enlarged giant alligator while hobgoblin heavy crossbow specialists where shooting at him from 2 range increments away in a late evening battle under heavy fog?

Can you name all of the situational modifiers involved without checking a rule book?

Hell, I like that question, and will drop it into the rules forum...

END COMMUNICATION
 

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Patryn of Elvenshae said:
2) the "OD&D Crowd" - here and elsewhere - seem to operate under the general assumption that, because I can calculate such things easily and even enjoy doing so, I'm some kind of munchkin powergamer with no particular imagination.

I wish to go on record as not feeling this way. I enjoy 3e myself. It's just that these days I prefer classic D&D.

Now it may be that I don't prefer 3e because I have a bad tendency to become a munchkin powergamer with no particular imagination when I play it. But that's my problem, & I don't intend to project it onto others. If I have ever or ever do so, I apologize.

Now, I used to think those fools that were still playing classic D&D (instead of AD&D) were wrong-o weird-os. Then I thought that those fools who were still playing AD&D (instead of GURPS, Hero, &c.) were wrong-o weird-os. I'm better now.
 


The problem with high-level D&D is not and certainly never was the variety of choices players could make in their characters.

The problem with high-level D&D is 100% the number of choices players can make in every single situation.

Got it, and I can easily see that being a problem. Of course, some would call it a virtue, but either way, this is absolutely true, it does bog down gameplay.

IMC, I encourage specialization rather than diversification (e.g.: it's cheaper to get flaming burst put on a flaming sword, and it's easier to summon fire elementals with that sword), ending up solving the problem the same way in the end....a tightly limited group of powers. Awarding powers instead of magic items helps this in VOLUMES, since the powers are always built on a theme.

Most of the powers are fairly simplistic in implementation, and the DM has a lot of lattitude, by necessity, to adjudicate their use. They are so broad as to not be worth trying to codify...which is a good approach for superheroes.

I think this is very true, too. D&D has deep wargaming roots, and probably isn't going to get rid of them any time soon, and this aspect is a lot of fun and very gamist about it, but does get complicated at higher levels. D&D is designed to be played something like a wargame. An abstract system is more concerned about overall effect than specific cause. D&D is defiantely a game concerned about the *cause.*

And no matter the system, I myself as a DM and a player prefer if the books tell me what I should do and why I should do it, because then when I alter it for my own game, I have a baseline. Systems that leave significant values in the hand of DM Contrivance make my skin crawl, because most DM's are not trained game designers, and shouldn't have to be to run a fun game...

But I digress. Yes, absolutely, some method of themed power-set would give high level D&D combat much more streamlined, and an easy way to impliment this is to give themed powers to the players as treasure. It's not a perfect solution, but it helps when something can unify the powers of the character (kind of the logic behind classes to begin with).
 

Patryn of Elvenshae said:
the "OD&D Crowd" - here and elsewhere - seem to operate under the general assumption that, because I can calculate such things easily and even enjoy doing so, I'm some kind of munchkin powergamer with no particular imagination.

1 - I've never played OD&D. I don't play it now. My particular RPG drug of choice ATM is WFRPv2.

2 - I don't assume anyone here is a munchkin powergamer. I do assume if you enjoy keeping track of all the variables of 3e combat that you enjoy keeping track of variables - that's it. I don't share your enjoyment, so I don't play that game anymore.

As in, because I've got a pretty good idea how far my PC can jump without trying pretty hard, that PC suddenly becomes nothing more than a statblock to me.

It's a ridiculous non sequitor, but it seems to be accepted wisdom among the stick-in-the-mud crowd.

I never said that, because I don't think it's true. If you enjoy the game more because you can tell me exactly how far your PC can jump in feet on a specific dice roll or because combat is complex enough that you can have a different AC against every opponent attempting to hit you in a round, good for you. I'm glad you've found a game you enjoy.

In other words, I haven't called you "dumb" because you can't add or don't like adding these kinds of numbers, so don't call me names because I can and do.

Names? Did I do that. I called Quasqueton an :):):):):):):) (actually I said he was probably being an :):):):):):):), but that's just semantics) because I thought he was being an :):):):):):):). Other than that, have I insulted anyone for their preference of game? I think you're taking the comments of other posters and associating them with me because we seem to be arguing from the same POV.

Honestly, I don't understand what the rancor is about. It seems that you an I agree on my original point (i.e. - 3e combat rules - in particular the ones covering AC computation - can get quite complex in certain situations). If so, is there really anything left to discuss? Since when is saying "I don't like that level of complexity" the same as impugning someone else for liking it?
 

Ourph said:
Honestly, I don't understand what the rancor is about.

Ourph said:
Surely a little reading in order to be informed before making a comment isn't beyond the capabilities of someone who apparently doesn't have a problem with the intricacies of D&D's combat rules.

Ourph said:
I find it quite humorous that you and Quasqueton seem to be so offended that someone might not want to have to deal all that crap while trying to relax and play a game. Does it really hit that close to home?

'Nuff said, and then some.
 
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Quasqueton said:
This is an absurd complaint. First off, why would you deviate from the preset DCs? If there are circumstances, give circumstances bonuses/penalties.

Situational modifiers are a separate thing altogether. I would deviate from the preset DC if I don't know it and don't feel like cracking the book. Actually I'd rather not know it, and just make it up as we go along. I'd just like to pick something that sounds good. If it's not perfectly consistent, so be it. :D

Quasqueton said:
Second, you don't have to include feat/skill/buff modifiers in determining a DC.

That's right, but they do come into play to resolve the action. No matter how you cut it, you have to account for that stuff. And I failed accounting class. :D

Quasqueton said:
Third, pissy Players are the problem, not the game.

I think the problem is I'm unwilling to put the effort into doing justice to 3e as written. Mind you I'm not willing to run Rolemaster, HERO or Exalted either. I'm sure these are fine games for people who dig all the details and stuff, but that's not my cup of tea. Not anymore at least (had fun with RM back in the day).
That's not to say I like OD&D exactly as written either, I've added plenty of house rules there. But it makes a better starting point. I may look into C&C if/when they ever fix all the editing gaffs.

Quasqueton said:
Fourth, you don't need to look everything up. If you can't remember: DC 0 = very easy, 5 = easy, 10 = average, 15 = tough, 20 = challenging, 25 = formidable, then you shouldn't be DMing.

That's easy enough to remember. However, each skill has specific DCs given in its description. Now it so happens that Jump (the long jump variety) maps exactly to those numbers, but high jump doesn't. Nor does Listen, and a heck of a lot of other skills.
Anyway, I pretty much do the same thing with ability checks or saving throws in OD&D. An average maneuver is a straight-up roll, with no modifiers. If it's harder or easier than that, it just gets modified up or down. If it's really easy, I don't even bother rolling. Ditto if it's impossible, though I sometimes give a couple % chance to succeed. After all who knows, maybe the gods are watching...

Quasqueton said:
You guys are just complaining to hear yourself complain. As Psion said, you're talking to people who know better. It's like telling the regular patrons of a restaurant that the food prices here are too expensive. We're here, we're fine with it. We don't want to go back to the fast food joint down the street.

I'm done with reading this absurdity.

Damn straight it's too expensive. I'm going to Taco Bell. :D
Once again, I'm not trying to convince you that 3e is too hard for you, or that you shouldn't play it. I'm just saying it's too much trouble for me, and why I feel that way. There have been some pretty interesting points made in this thread, and it'd be a pity to cast it all aside because of a misunderstanding...
 

Silverleaf said:
That's easy enough to remember. However, each skill has specific DCs given in its description. Now it so happens that Jump (the long jump variety) maps exactly to those numbers, but high jump doesn't.

Actually, it does.

If you look at the skill, the distance you travel is equal to your check in feet. The height at the midpoint of your jump is equal to 1/4 of the horizontal difference. In other words, a DC 10 jump moves you 10' across the floor, and at the height of your jump, you're 2.5 feet above the floor.

If you look at the DC for a vertical jump, it's 4x the height you wish to jump. A DC 10 vertical jump, therefore, moves you 2.5 feet above the floor.

Symmetry. :)
 

Kamikaze Midget said:
Systems that leave significant values in the hand of DM Contrivance make my skin crawl, because most DM's are not trained game designers, and shouldn't have to be to run a fun game...

You don't have to be trained. In the early 80's, we played D&D very ad-hoc like, probably more than I do now, and it was loads of fun. We also played games with even less rules than Basic D&D, such as Das Schwartze Auge (the Basic version) and even used straight-up Fighting Fantasy (only has 3 stats, the entire rules fit on a few pages) to run games at school. We were 12, 13, 14 years old maybe and didn't know or care about game design.
 

Patryn of Elvenshae said:
Actually, it does.

(cut geometry class discussion)

Symmetry. :)

That's more than I wanted to know. :D
You understood what I meant though, right? I'm fine with the 5/10/15/20/25 DC increments, but start getting more specific than that and I'm snoozing. I think I've got some networking code to debug, my custom layer-7 protocol needs some work. That should wake me up. :D
 

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