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Raw d20 rolls?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6744989" data-attributes="member: 6701872"><p>First thought: I have not experienced the "math time" in-game being noteworthy, let alone long enough to bother trying to reduce it. That may be partly because while I don't track what exactly each player adds to each roll, I do have a sense of what their modifier to any given thing probably is, and I can thus see the result on the die and be sure of their success even as a player checks their sheet to see if they are adding +4 or +7 to that roll.</p><p></p><p>Second thought: your assessment of easy, hard, very hard, and (nearly) impossible are off if you are requiring a natural roll of those values - that effectively means that easy is effectively something like 12-15. Starting at 5 or 8 for easy fixes that. Then scaling up each difficulty by 4-5 (i.e. going with 8 for easy, 12 for medium, 17 for hard, and keeping 20 for the near impossible) would actually come kind of close to mirroring what natural rolls are needed with the standard DCs and actually taking the handful of seconds at most to actually add modifiers.</p><p></p><p>Third thought: I am actually more confused about what "fuddling with +X and +Y until the comes come home," you are even referring to now that I have responded than I was before - 5th edition already stripped the +Xs and +Ys down to a bare minimum, all of which are a more constant modifier that can just be recorded on the character sheet so that the player is effectively only ever adding a single number to any die roll, not adding what their sheet says, then being reminded of some some number of circumstantial buff that they might have forgotten.</p><p></p><p>And anything that fell into the realm of circumstantial minutiae to track is replaced by the lightning fast system of advantage if you have an edge, disadvantage if you have extra obstacles, or neither if you have neither or both.</p><p></p><p>Trying to make the fastest D&D I've ever seen go faster... seems like a waste of brainpower.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6744989, member: 6701872"] First thought: I have not experienced the "math time" in-game being noteworthy, let alone long enough to bother trying to reduce it. That may be partly because while I don't track what exactly each player adds to each roll, I do have a sense of what their modifier to any given thing probably is, and I can thus see the result on the die and be sure of their success even as a player checks their sheet to see if they are adding +4 or +7 to that roll. Second thought: your assessment of easy, hard, very hard, and (nearly) impossible are off if you are requiring a natural roll of those values - that effectively means that easy is effectively something like 12-15. Starting at 5 or 8 for easy fixes that. Then scaling up each difficulty by 4-5 (i.e. going with 8 for easy, 12 for medium, 17 for hard, and keeping 20 for the near impossible) would actually come kind of close to mirroring what natural rolls are needed with the standard DCs and actually taking the handful of seconds at most to actually add modifiers. Third thought: I am actually more confused about what "fuddling with +X and +Y until the comes come home," you are even referring to now that I have responded than I was before - 5th edition already stripped the +Xs and +Ys down to a bare minimum, all of which are a more constant modifier that can just be recorded on the character sheet so that the player is effectively only ever adding a single number to any die roll, not adding what their sheet says, then being reminded of some some number of circumstantial buff that they might have forgotten. And anything that fell into the realm of circumstantial minutiae to track is replaced by the lightning fast system of advantage if you have an edge, disadvantage if you have extra obstacles, or neither if you have neither or both. Trying to make the fastest D&D I've ever seen go faster... seems like a waste of brainpower. [/QUOTE]
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