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"I hate math"
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<blockquote data-quote="Westgate Polks" data-source="post: 1647239" data-attributes="member: 13524"><p>A different way to phrase this question might be: How can the D&D game be modified so that high-level characters still have a wide variety of customization available to them and be significantly more powerful than lower-level characters without having 8-12 modifiers to each dice roll?</p><p></p><p>I don't believe that anyone really feels the math is too hard, but that keeping track of all the modifiers is a pain. Here is the first example:</p><p></p><p></p><p></p><p>The above example shows how many different types of modifies there are: race, class, skills, feats, items, magic items, spells, and circumstance. For a given combat roll, there could be 1 race, 1 or 2 class, 1 skill, 1-3 feat, 1 item, 1-2 magic items, 1-6 (or more) spells, and 1-2 circumstance modifiers: yes, that could be as many as <span style="color: Red"><strong>18</strong></span> modifiers!</p><p></p><p>There are 2 complementary ways to make this situation more managable: </p><p></p><p><span style="color: MediumTurquoise">1)</span> have the players be responsible for as much of the modifier management as possible. I know this has been brought up in several posts in this thread, but I can't stress this enough. The players know their race, class, skill, feat, item, magic item (most of the time), and spell modifiers. It should be their responsibility to have these items accounted for when they roll. This leave the DM "free" to worry about circumstance modifiers and anything applicable to the NPCs or monsters in question.</p><p></p><p><span style="color: MediumTurquoise">2) </span> Find ways to reduce the number of modifiers that are applicable. I am not a big fan of this technique, as it seems to lead to a reduction in the variety or capabiliy of the PCs. If you prohibit feats, or declare that only 1 feat can apply to a given dice roll, or any such thing then you simplify the math by reducing the number of modifiers OR the number of variables, but you also limit the choices for the PCs.</p><p></p><p>I won't say the game is perfect, but looking at the source of all the various modifiers, I can't see a why to allow the plethora of options to PCs and NPCs and the significant increase in power from low-level to high-level without resigning yourself to having to account for a large number of modifiers.</p></blockquote><p></p>
[QUOTE="Westgate Polks, post: 1647239, member: 13524"] A different way to phrase this question might be: How can the D&D game be modified so that high-level characters still have a wide variety of customization available to them and be significantly more powerful than lower-level characters without having 8-12 modifiers to each dice roll? I don't believe that anyone really feels the math is too hard, but that keeping track of all the modifiers is a pain. Here is the first example: The above example shows how many different types of modifies there are: race, class, skills, feats, items, magic items, spells, and circumstance. For a given combat roll, there could be 1 race, 1 or 2 class, 1 skill, 1-3 feat, 1 item, 1-2 magic items, 1-6 (or more) spells, and 1-2 circumstance modifiers: yes, that could be as many as [COLOR=Red][B]18[/B][/COLOR] modifiers! There are 2 complementary ways to make this situation more managable: [COLOR=MediumTurquoise]1)[/COLOR] have the players be responsible for as much of the modifier management as possible. I know this has been brought up in several posts in this thread, but I can't stress this enough. The players know their race, class, skill, feat, item, magic item (most of the time), and spell modifiers. It should be their responsibility to have these items accounted for when they roll. This leave the DM "free" to worry about circumstance modifiers and anything applicable to the NPCs or monsters in question. [COLOR=MediumTurquoise]2) [/COLOR] Find ways to reduce the number of modifiers that are applicable. I am not a big fan of this technique, as it seems to lead to a reduction in the variety or capabiliy of the PCs. If you prohibit feats, or declare that only 1 feat can apply to a given dice roll, or any such thing then you simplify the math by reducing the number of modifiers OR the number of variables, but you also limit the choices for the PCs. I won't say the game is perfect, but looking at the source of all the various modifiers, I can't see a why to allow the plethora of options to PCs and NPCs and the significant increase in power from low-level to high-level without resigning yourself to having to account for a large number of modifiers. [/QUOTE]
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