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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Ratskinner" data-source="post: 7716014" data-attributes="member: 6688937"><p>This reminds me of a system that I used with 3e for a while: "Fast" monsters go on 20, "Regular" monsters go on 13(? IIRC), "Slow" monsters go on 7 (or just last for zombies and a few others). All you had to do was roll to find out which set(s) of monsters you beat. I seem to recall something about declaring some members of large groups "Fast" or "Slow" to prevent big clump-ups of DM work as well.</p><p></p><p>The fastest D&D-like system I can recall working with recently is actually the Old-School Hack system that someone noted upstream. Its not really suited to the 5e RAW, and some folks will poo-poo it as unfair/unbalanced, but dang it moved and didn't seem to harsh anyone's mellow during play. Sometimes I think its way too easy to get bogged down in theorycraft vs. playcraft.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7716014, member: 6688937"] This reminds me of a system that I used with 3e for a while: "Fast" monsters go on 20, "Regular" monsters go on 13(? IIRC), "Slow" monsters go on 7 (or just last for zombies and a few others). All you had to do was roll to find out which set(s) of monsters you beat. I seem to recall something about declaring some members of large groups "Fast" or "Slow" to prevent big clump-ups of DM work as well. The fastest D&D-like system I can recall working with recently is actually the Old-School Hack system that someone noted upstream. Its not really suited to the 5e RAW, and some folks will poo-poo it as unfair/unbalanced, but dang it moved and didn't seem to harsh anyone's mellow during play. Sometimes I think its way too easy to get bogged down in theorycraft vs. playcraft. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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