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"I hate math"
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<blockquote data-quote="jmucchiello" data-source="post: 1638661" data-attributes="member: 813"><p>How is that complex? With haste in effect you add one to to hit, with invis you add another +2. If you call adding 1 or 2 to something complex, I have to assume you aren't up to 1st grade level mathematics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I find that hard to believe.</p><p>You ran a combat with 15 combatants in an hour? Blessed be. Good for you. In HERO, that same combat would have taken 5 hours. In GURPS, perhaps 3 hours. In out large gaming group a 15 person combat could take the whole 4 hour session. What are you complaining about?</p><p>Absolutely. Every player in my game has a character sheet with everything pre-calced including standard spells normally cast on them. Two of them have a full separate sheet for haste. When the sorcerer hastes the party (3.5e), they both flip over their sheet to use the hasted version. Even the power attackers have a few standard PA levels written on the sheet for ease of reference. If the DM has to spend time statting out encounters, the least the players can do is be ready for common occurances in play.</p><p>No, it just requires a character sheet with all the types of modifiers listed. The problem comes in when you have some wacky third party thing that adds a new modifier type. 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.</p><p>I've never needed a spreadsheet to track a combat. But I'll admit, I have a "head for math" so I'm not the perfect counterexample. All I'm saying is your perceived problem is not universal.</p><p></p><p>OTOH, maybe you shouldn't play high level D&D if it gives you such a problem. You will find that in most systems as the players get tougher, the game becomes more complex. Maybe you need a world with no probability enhancers. Eliminate all spells that grant bonuses to anything. Spells do damage, transform, create illusions, bend will, or summon stuff and that's it. No abjurations unless they are absolute. No sacred bonus to attack bonus. Just fireballs, charms, images, polymorphs (baleful only), etc. Since there's not bull's strength, there's not belt of giant strength. No cloaks of protection, no bracers of armor, none of that stuff. Could make for an interesting world feel. It's not D&D. But it could be interesting. I may try it myself.....</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 1638661, member: 813"] How is that complex? With haste in effect you add one to to hit, with invis you add another +2. If you call adding 1 or 2 to something complex, I have to assume you aren't up to 1st grade level mathematics. :) I find that hard to believe. You ran a combat with 15 combatants in an hour? Blessed be. Good for you. In HERO, that same combat would have taken 5 hours. In GURPS, perhaps 3 hours. In out large gaming group a 15 person combat could take the whole 4 hour session. What are you complaining about? Absolutely. Every player in my game has a character sheet with everything pre-calced including standard spells normally cast on them. Two of them have a full separate sheet for haste. When the sorcerer hastes the party (3.5e), they both flip over their sheet to use the hasted version. Even the power attackers have a few standard PA levels written on the sheet for ease of reference. If the DM has to spend time statting out encounters, the least the players can do is be ready for common occurances in play. No, it just requires a character sheet with all the types of modifiers listed. The problem comes in when you have some wacky third party thing that adds a new modifier type. 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. I've never needed a spreadsheet to track a combat. But I'll admit, I have a "head for math" so I'm not the perfect counterexample. All I'm saying is your perceived problem is not universal. OTOH, maybe you shouldn't play high level D&D if it gives you such a problem. You will find that in most systems as the players get tougher, the game becomes more complex. Maybe you need a world with no probability enhancers. Eliminate all spells that grant bonuses to anything. Spells do damage, transform, create illusions, bend will, or summon stuff and that's it. No abjurations unless they are absolute. No sacred bonus to attack bonus. Just fireballs, charms, images, polymorphs (baleful only), etc. Since there's not bull's strength, there's not belt of giant strength. No cloaks of protection, no bracers of armor, none of that stuff. Could make for an interesting world feel. It's not D&D. But it could be interesting. I may try it myself..... [/QUOTE]
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