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Speeding up Combat
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<blockquote data-quote="aceofgames" data-source="post: 3035592" data-attributes="member: 23762"><p>Combat takes too long in D&D and the d20 system breaks down into very long math sessions at high levels, at least for me it does. And it gets especially annoying at higher levels.</p><p></p><p>I'm a artist. I hate math. This system clearly is broken, to me anyhow, when it comes to the length of combat. I've read Iron Heroes, it has a system of combat that is brilliant, but still suffers from the same problem.</p><p></p><p>A 15th level fighter or wizard rolls their dice and adds numbers together, and depending on the player, tells the DM the result with screwing it up or messing up the math angle. I love the role section of D&D, but combat does come up on occasion, so I ask you:</p><p></p><p>Why put up with this crap? You could use a computer, but I treat computer dice rolling as just as troublesome.</p><p></p><p>I have a house rule, that is still in the theory phase really, to try and handle this issue:</p><p></p><p><strong>Fixed damage.</strong> Get rid of rolling damage. The flavor reasons for it aren't worth the sacrifices made for efficiency.</p><p></p><p>The idea is simple, any spell or weapon that deals a damage in a dice rolling form, take of the average of it:</p><p></p><p>1d3=1.5</p><p>1d4=2.5</p><p>1d6=3.5</p><p>1d8=4.5</p><p>1d10=5.5</p><p>1d12=6.5</p><p>2d4=5</p><p>2d6=7</p><p></p><p>This idea sacrifices the radical random element of the die, and instead allows people to have the damage prefigured out on their notes or character sheets- in other words, it becomes like AC. The number is constant and easy to figure. You get a +1 bonus, its easy to figure it out.</p><p></p><p>And all damage sources would recieve the change, so despite the beauty of it, the 10d6 fireball becomes 35 points of fire damage; Sneak attack becomes a static number as well, which in some cases could create scary characters (Executioners from Iron Heroes for example).</p><p></p><p></p><p>So. Whatcha think? Too much?</p></blockquote><p></p>
[QUOTE="aceofgames, post: 3035592, member: 23762"] Combat takes too long in D&D and the d20 system breaks down into very long math sessions at high levels, at least for me it does. And it gets especially annoying at higher levels. I'm a artist. I hate math. This system clearly is broken, to me anyhow, when it comes to the length of combat. I've read Iron Heroes, it has a system of combat that is brilliant, but still suffers from the same problem. A 15th level fighter or wizard rolls their dice and adds numbers together, and depending on the player, tells the DM the result with screwing it up or messing up the math angle. I love the role section of D&D, but combat does come up on occasion, so I ask you: Why put up with this crap? You could use a computer, but I treat computer dice rolling as just as troublesome. I have a house rule, that is still in the theory phase really, to try and handle this issue: [B]Fixed damage.[/B] Get rid of rolling damage. The flavor reasons for it aren't worth the sacrifices made for efficiency. The idea is simple, any spell or weapon that deals a damage in a dice rolling form, take of the average of it: 1d3=1.5 1d4=2.5 1d6=3.5 1d8=4.5 1d10=5.5 1d12=6.5 2d4=5 2d6=7 This idea sacrifices the radical random element of the die, and instead allows people to have the damage prefigured out on their notes or character sheets- in other words, it becomes like AC. The number is constant and easy to figure. You get a +1 bonus, its easy to figure it out. And all damage sources would recieve the change, so despite the beauty of it, the 10d6 fireball becomes 35 points of fire damage; Sneak attack becomes a static number as well, which in some cases could create scary characters (Executioners from Iron Heroes for example). So. Whatcha think? Too much? [/QUOTE]
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