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General Tabletop Discussion
*TTRPGs General
Would you use or allow average damage to speed up gameplay?
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<blockquote data-quote="takasi" data-source="post: 3058169" data-attributes="member: 20194"><p>I disagree with this. I don't see how the poll is biased.</p><p></p><p>That being said, I'm glad to hear that there are a few others out there who find dice rolling for damage to be more time consuming than it's worth at high levels. When you're the DM and have to run 8 monsters with 5 attacks each with 6 or more dice per attack it's the difference between:</p><p></p><p>1.) Roll 40 d20s (8 sets of red, orange, yellow, green blue)</p><p>2.) Compare values based on AC</p><p>3.) Multiply results by a set number</p><p></p><p>vs.</p><p></p><p>1.) Roll 40 d20s (8 sets of red, orange, yellow, green blue)</p><p>2.) Compare values based on AC</p><p>3.) Roll as many as 240 dice</p><p>4.) Add values of previous result</p><p></p><p>In my experience this can mean the difference of 30 seconds vs 1-2 minutes. With 8 players and 5 rounds of combat you're looking at saving at least half an hour in time.</p><p></p><p>Removing dice also makes DR much easier to handle. Rather than recording each individual damage result to see if it bypasses DR you have a defined amount for comparison.</p><p></p><p>Spells are also much easier. Fireball, 35 points of damage, next! I can spend the time I would have spent rolling (to get 32 damage or 41 damage or whatever) to add more enthusiasm to the description of the blast. (Or eat cheetos.)</p><p></p><p>Again just my opinion. I'm glad to see some people out there have tried it and like it. I've never forced anyone to use it at my table (though for some of the 'slower' rollers I heavily encourage it).</p><p></p><p>I do disagree with some people about decision making slowing down higher level play. In my experience players usually know what they're going to do by the time it's their turn. If they don't then their characters delay and I move on to the next person.</p></blockquote><p></p>
[QUOTE="takasi, post: 3058169, member: 20194"] I disagree with this. I don't see how the poll is biased. That being said, I'm glad to hear that there are a few others out there who find dice rolling for damage to be more time consuming than it's worth at high levels. When you're the DM and have to run 8 monsters with 5 attacks each with 6 or more dice per attack it's the difference between: 1.) Roll 40 d20s (8 sets of red, orange, yellow, green blue) 2.) Compare values based on AC 3.) Multiply results by a set number vs. 1.) Roll 40 d20s (8 sets of red, orange, yellow, green blue) 2.) Compare values based on AC 3.) Roll as many as 240 dice 4.) Add values of previous result In my experience this can mean the difference of 30 seconds vs 1-2 minutes. With 8 players and 5 rounds of combat you're looking at saving at least half an hour in time. Removing dice also makes DR much easier to handle. Rather than recording each individual damage result to see if it bypasses DR you have a defined amount for comparison. Spells are also much easier. Fireball, 35 points of damage, next! I can spend the time I would have spent rolling (to get 32 damage or 41 damage or whatever) to add more enthusiasm to the description of the blast. (Or eat cheetos.) Again just my opinion. I'm glad to see some people out there have tried it and like it. I've never forced anyone to use it at my table (though for some of the 'slower' rollers I heavily encourage it). I do disagree with some people about decision making slowing down higher level play. In my experience players usually know what they're going to do by the time it's their turn. If they don't then their characters delay and I move on to the next person. [/QUOTE]
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Would you use or allow average damage to speed up gameplay?
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