Gundark said:I would suggest figuring out the damage saves before the session. Use the average damage of the weapon/effect rather than having the players roll on the spot...if you have them roll on the spot it'll be no faster than HP. Sorry if this post doesn't make sense...I'm tired.
It makes sense, now that I've read that part of the UA book. I'm still thinking of a way to try to "save" my D&D games. It may not be possible, but we'll see. I just got tired of tracking everything: initiative, hit points, magic, et cetera, et cetera. But, those are the things that make the game into the game.
Among the many things I've considered is "exploding" or "open-ended" damage dice. When I mentioned it to my players, they were concerned about magic effects, like fireballs, with multiple d6s that could roll many 6s. It looks great to me, but it would not be fun to be on the receiving end of it.