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"I hate math"
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<blockquote data-quote="Psion" data-source="post: 2367628" data-attributes="member: 172"><p>I don't hate math. I hate accounting.</p><p></p><p>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 <em>wrong</em> way to go about it. It's throwing the baby out with the bathwater AFAIAC.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Psion, post: 2367628, member: 172"] 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 [i]wrong[/i] 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. [/QUOTE]
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