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D&D Older Editions, OSR, & D&D Variants
One Houserule to Rule Them All; Or Fixing Epic 4E
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<blockquote data-quote="Nyronus" data-source="post: 5808463" data-attributes="member: 93419"><p>By reducing the ammount of damage, or more specifically, how much damage is done per hit and in what way, it speeds up the math and therefore turn resolution. </p><p></p><p>As an example, lets say a ranger hits 4 times with Blade Cascade.</p><p></p><p>First, he has his static damage modifier. Let's say 24. Then we have the dice he rolls. Using a free dice roller we get 7, 10, 7, 10, 2, 8, 5, 9.</p><p></p><p>The math problem comes out to be 24 + 24 + 24 + 24 + 7 + 10 + 7 + 10 + 2 + 8 + 5 + 9. That's... an ugly looking problem. So, first step, after we rolled and confirmed four attacks and rolled dice would probably be to make the problem "easier" by condensing factors down using basic addition and multiplication. For instance I know that two times seven is 14, so I condense it to that. Eight plus two is ten, and then ten times three is thirty. Five plus nine is fourteen, and fourteen times two is 28. Twenty eight plus 30 is 58, which brings us to 24 + 24 + 24 + 24 + 58. Then we boil it down further by multiplying 24 times 4. Since I know twenty-five times four is 100 and four times one is... four, I can just subtract four from 100 to get the answer. Otheriwse I would have probably broken it down int 4 x 20 + 4 x 4 to keep things a little easier on my brain. So, 96 + 58. Which, for the sake of sanity, gets converted to 90 + 50 + 14, which boils down to 154 damage. Hurrah! Now, I'm a living calculator, and doing all of that math took me about a minute. My players... are not. So they either feed me data bits so I can work my magic, which involves extra time for communication and miscommunication, or I have to wait a long goddamn time for them to do anything. Then I have to ask them if they remembered conditional bonus X, at which point they tell me no and flounder for a few minutes working out the implications.</p><p></p><p>With Flurry you only ever need to calculate one damage roll. Hell, you only need to push a button.</p><p></p><p>I do admit it is partially a player problem. Some players, like our Invoker, have taken to plotting tactics way ahead of time and rolling all their attacks and damage ahead of time. His turns take a minute or two at most. The problem with rolling damage ahead of time for everyone else is a lot of things can go right or wrong in a turn. The barbarian can roll anywhere from 3 damage rolls to 7 in a turn, if he gets lucky, and he has gotten lucky before. He honestly won't know how many damage rolls to make until he finishes a given attack routine. Furthermore players would still often find themselves grasping at straws if something happened between now and their turn that screwed up their plans.</p><p></p><p>Passing out bonus cards and such is hampered by online play, and while I can't hang monster cards, the players are smart enough to figure out monster defenses pretty quick... the problem is that they seems to forget them just as quickly.</p><p></p><p>"Does a 47 hit?"</p><p>"Look, anything over a 41 hits anything in this fight"</p><p>"... Does a 48 hit?"</p><p></p><p>That... happens far to often.</p><p></p><p>I honestly wouldn't foist this system on my current campaign. I wouldn't want to risk game balance issues that might arise from this either drastically weakening them or making them even more retardedly good at killing things. I need to pow-wow with them about this regardless.</p><p></p><p>Part of the idea of the flurry is to not only speed up the multi-attack-math conga, but also to make more striker builds, and I should say more striker classes, viable than simplely some permutation of multi-attacking, charging, charging with multi-attacking (i.e., Kulkor), or using crit fishing to get more multi-attacking.</p><p></p><p>I'm mostly trying to find a resolution to this issue since I want to play more epic 4E, and so does the community. I have other 1-30 games I want to run. Other games which need 30 levels to get finished. But, if its slow, tedious, and just extra math homework, I don't know if I can take it.</p></blockquote><p></p>
[QUOTE="Nyronus, post: 5808463, member: 93419"] By reducing the ammount of damage, or more specifically, how much damage is done per hit and in what way, it speeds up the math and therefore turn resolution. As an example, lets say a ranger hits 4 times with Blade Cascade. First, he has his static damage modifier. Let's say 24. Then we have the dice he rolls. Using a free dice roller we get 7, 10, 7, 10, 2, 8, 5, 9. The math problem comes out to be 24 + 24 + 24 + 24 + 7 + 10 + 7 + 10 + 2 + 8 + 5 + 9. That's... an ugly looking problem. So, first step, after we rolled and confirmed four attacks and rolled dice would probably be to make the problem "easier" by condensing factors down using basic addition and multiplication. For instance I know that two times seven is 14, so I condense it to that. Eight plus two is ten, and then ten times three is thirty. Five plus nine is fourteen, and fourteen times two is 28. Twenty eight plus 30 is 58, which brings us to 24 + 24 + 24 + 24 + 58. Then we boil it down further by multiplying 24 times 4. Since I know twenty-five times four is 100 and four times one is... four, I can just subtract four from 100 to get the answer. Otheriwse I would have probably broken it down int 4 x 20 + 4 x 4 to keep things a little easier on my brain. So, 96 + 58. Which, for the sake of sanity, gets converted to 90 + 50 + 14, which boils down to 154 damage. Hurrah! Now, I'm a living calculator, and doing all of that math took me about a minute. My players... are not. So they either feed me data bits so I can work my magic, which involves extra time for communication and miscommunication, or I have to wait a long goddamn time for them to do anything. Then I have to ask them if they remembered conditional bonus X, at which point they tell me no and flounder for a few minutes working out the implications. With Flurry you only ever need to calculate one damage roll. Hell, you only need to push a button. I do admit it is partially a player problem. Some players, like our Invoker, have taken to plotting tactics way ahead of time and rolling all their attacks and damage ahead of time. His turns take a minute or two at most. The problem with rolling damage ahead of time for everyone else is a lot of things can go right or wrong in a turn. The barbarian can roll anywhere from 3 damage rolls to 7 in a turn, if he gets lucky, and he has gotten lucky before. He honestly won't know how many damage rolls to make until he finishes a given attack routine. Furthermore players would still often find themselves grasping at straws if something happened between now and their turn that screwed up their plans. Passing out bonus cards and such is hampered by online play, and while I can't hang monster cards, the players are smart enough to figure out monster defenses pretty quick... the problem is that they seems to forget them just as quickly. "Does a 47 hit?" "Look, anything over a 41 hits anything in this fight" "... Does a 48 hit?" That... happens far to often. I honestly wouldn't foist this system on my current campaign. I wouldn't want to risk game balance issues that might arise from this either drastically weakening them or making them even more retardedly good at killing things. I need to pow-wow with them about this regardless. Part of the idea of the flurry is to not only speed up the multi-attack-math conga, but also to make more striker builds, and I should say more striker classes, viable than simplely some permutation of multi-attacking, charging, charging with multi-attacking (i.e., Kulkor), or using crit fishing to get more multi-attacking. I'm mostly trying to find a resolution to this issue since I want to play more epic 4E, and so does the community. I have other 1-30 games I want to run. Other games which need 30 levels to get finished. But, if its slow, tedious, and just extra math homework, I don't know if I can take it. [/QUOTE]
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