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<blockquote data-quote="Spatzimaus" data-source="post: 2953571" data-attributes="member: 3051"><p>A while back in my campaign, we added a "Take Half" rule, inspired by the "Take 10" rules. That is, if you need to roll lots of d6's for spell damage, sneak attacks, etc., you could just say you rolled a 3 on each die. You'd lose a little damage (10d6 = 35 would drop to 30), but the savings in time made it pretty popular. This extended to all the other dice, as well (Magic missiles' d4+1 would do 3 per, Delayed Blast Fireball's d8s do 4 per).</p><p></p><p>We didn't allow this rule to apply to weapon damage, generally, for two reasons:</p><p>1> The damage die is generally overshadowed by flat bonuses (STR, Weapon Specialization, Enhancement mods), even if you consider bonus dice from Flaming/Frost/whatever. So you're not really wasting much time.</p><p>2> Having a bit of randomness in repeatable attacks is a good thing; if your weapon always does 13 damage per hit, then the difference in effort between a 12HP foe and a 14HP one is huge. It's okay to remove randomness from a one-shot spell that does 10 dice (and therefore would fall pretty close to the mean naturally), but this is different.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2953571, member: 3051"] A while back in my campaign, we added a "Take Half" rule, inspired by the "Take 10" rules. That is, if you need to roll lots of d6's for spell damage, sneak attacks, etc., you could just say you rolled a 3 on each die. You'd lose a little damage (10d6 = 35 would drop to 30), but the savings in time made it pretty popular. This extended to all the other dice, as well (Magic missiles' d4+1 would do 3 per, Delayed Blast Fireball's d8s do 4 per). We didn't allow this rule to apply to weapon damage, generally, for two reasons: 1> The damage die is generally overshadowed by flat bonuses (STR, Weapon Specialization, Enhancement mods), even if you consider bonus dice from Flaming/Frost/whatever. So you're not really wasting much time. 2> Having a bit of randomness in repeatable attacks is a good thing; if your weapon always does 13 damage per hit, then the difference in effort between a 12HP foe and a 14HP one is huge. It's okay to remove randomness from a one-shot spell that does 10 dice (and therefore would fall pretty close to the mean naturally), but this is different. [/QUOTE]
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