It ultimately doesn't matter whether or not you replace numerical bonuses with other benefits. Factoring in that you take 10, and then factoring in that you can go ahead and roll and then reroll if you don't like what you get, and then factoring in whatever other abilities you have, and so on...folks, this ain't really speeding things up. At the end of the day, if we have a pile of things that modify our ability to resolve a check, then we'll still have a bloated process for check resolution. You actually have to pare away the number of benefits you get, not just paint a smiley face on them to make them look more friendly.
General skill bonuses are really simple, in my opinion. Figuring out what to add might take a bit of time at level up/character gen, but after that it's all precalculated. Situational effects (like rerolls), slow things down since you need to check applicability every time.
Kamikaze Midget said:"you can only do it when surrounded by 47 mildly irate koala bears in tuxedos whom all happen to be named Valdez."
But see, one reroll doesn't take the place of several different modifiers. It takes the place of one modifier. Instead of ten different +2's from nine different sources, you'll have ten different non-additive success-modifying traits from nine different sources. Or you'll have fewer things that modify success, period. Which, like I said, is what really would streamline the game.Kamikaze Midget said:#1: It's easier to remember having a re-roll than to remember several different minor modifiers. I don't have to factor in 10 different +2's from 9 different sources. I have a much more limited (and more potent) resource at my disposal.
I don't think the whole "math = bad, speedplay = worth any sacrifice" line of logic is as tautological as folks in this thread or the designers are presenting it to be. There are plenty of folks who love racking up as many numbers as they can get their mits on. Hell, it's the sole purpose of Living Greyhawk these days. I certainly enjoy Power Attack and Combat Expertise, and would miss the tactical element they provide.#2: Rolling dice is more fun than adding numbers. So reducing the number of additives and increasing how often we roll dice might not make it speedier, but it's going to make that time go by faster because it'll be less tedious (more action packed!)
And again, that's really what will streamline the game: just reducing the number of sources there are for gaining bonuses, not changing numerical bonuses into other non-numerical things. But, all things in moderation, including reducing options for the sake of speedplay.#3: Those rare bonuses you DO get will be more memorable because they're bigger and farther in between. It's pretty huge that I can get a +10 to a skill with two simple choices. I'm not likely to forget they're there.
Rerolls are not the same as boni. They work in a slightly different way. And someone suggested just to take two dice in the same roll, which would save time. At least for 'yes or no' type rolls, that's a valid alternative.Felon said:But see, one reroll doesn't take the place of several different modifiers. It takes the place of one modifier. Instead of ten different +2's from nine different sources, you'll have ten different non-additive success-modifying traits from nine different sources. Or you'll have fewer things that modify success, period. Which, like I said, is what really would streamline the game.
Perhaps, you are just a busy guy. Or neither an accountant nor a programmer who enjoys juggling with some "easy numbers" in his spare timeDs Da Man said:Don't get me wrong, I'm not a 3E hater, I just dislike DMing 3E, and really hate high level D&D. Of course, I haven't found any system that do any better. So maybe I'm just a whiner!
But see, one reroll doesn't take the place of several different modifiers. It takes the place of one modifier. Instead of ten different +2's from nine different sources, you'll have ten different non-additive success-modifying traits from nine different sources. Or you'll have fewer things that modify success, period. Which, like I said, is what really would streamline the game.
I don't think the whole "math = bad, speedplay = worth any sacrifice" line of logic is as tautological as folks in this thread or the designers are presenting it to be. There are plenty of folks who love racking up as many numbers as they can get their mits on. Hell, it's the sole purpose of Living Greyhawk these days. I certainly enjoy Power Attack and Combat Expertise, and would miss the tactical element they provide.
And again, that's really what will streamline the game: just reducing the number of sources there are for gaining bonuses, not changing numerical bonuses into other non-numerical things. But, all things in moderation, including reducing options for the sake of speedplay.