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Ways You Simplify Your D&D Game?
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<blockquote data-quote="delericho" data-source="post: 2353821" data-attributes="member: 22424"><p>We don't track encumberance, don't use multiclassing penalties, use 25-point buy, fixed hit points per level and fixed starting funds at 75% of maximum for the class (don't really know if those three are for simplicity, though - I just don't like random rolls in character management).</p><p></p><p>In addition, we don't track rations (assume you have a week's supplies if it becomes necessary to know), food and lodging costs, mundane ammunition (still have to track masterwork/special materials/magic arrows), or values less than 1gp. So, if your character wants 5 candles, you can assume you get them easily enough. (These apply as early as 1st level, by the way.)</p><p></p><p>Obviously, these rulings require a level of understanding between player and DM. Just because I'm willing to overlook small-value items doesn't mean you can have your character pick up 5 candles at each and every village you pass through and then sell them in bulk to make money. Nor can you casually carry out a man-sized gold statue from the dungeon. Oh, and it cuts both ways - if a group of four characters finds 403 gp, then each gets 100 gp. The fractional gold pieces are just lost. Assume it's beer money, or something.</p><p></p><p>Ah, one more thing we've been doing recently. As the party reached higher levels, they are making a lot of use of wands of cure light wounds. Of late, we've simply been totalling the damage taken by the party as a whole, dividing by 5.5, rounding up, and taking that as the number of charges used. This is slightly more efficient (in terms of charges) than rolling the dice, or even than working out a number of charges per character, but it saves a <em>lot</em> of time. (In case you're wondering, I'm the DM of the group, and encouraged this use of low-powered wands. Anything that reduces the perception of the Cleric as a one-note healing class is a good thing, IMO.)</p></blockquote><p></p>
[QUOTE="delericho, post: 2353821, member: 22424"] We don't track encumberance, don't use multiclassing penalties, use 25-point buy, fixed hit points per level and fixed starting funds at 75% of maximum for the class (don't really know if those three are for simplicity, though - I just don't like random rolls in character management). In addition, we don't track rations (assume you have a week's supplies if it becomes necessary to know), food and lodging costs, mundane ammunition (still have to track masterwork/special materials/magic arrows), or values less than 1gp. So, if your character wants 5 candles, you can assume you get them easily enough. (These apply as early as 1st level, by the way.) Obviously, these rulings require a level of understanding between player and DM. Just because I'm willing to overlook small-value items doesn't mean you can have your character pick up 5 candles at each and every village you pass through and then sell them in bulk to make money. Nor can you casually carry out a man-sized gold statue from the dungeon. Oh, and it cuts both ways - if a group of four characters finds 403 gp, then each gets 100 gp. The fractional gold pieces are just lost. Assume it's beer money, or something. Ah, one more thing we've been doing recently. As the party reached higher levels, they are making a lot of use of wands of cure light wounds. Of late, we've simply been totalling the damage taken by the party as a whole, dividing by 5.5, rounding up, and taking that as the number of charges used. This is slightly more efficient (in terms of charges) than rolling the dice, or even than working out a number of charges per character, but it saves a [I]lot[/I] of time. (In case you're wondering, I'm the DM of the group, and encouraged this use of low-powered wands. Anything that reduces the perception of the Cleric as a one-note healing class is a good thing, IMO.) [/QUOTE]
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