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There is something more satisfying about rolling the dice than using an app, but it's certainly more viable with those larger numbers to go with the latter.

I would like to keep some physical dice rolling (and my players like it too which is why they still want to roll over using apps currently), probably go with something akin to AnimatedPaper's suggestion, though we'll have to see what exactly it's all like and how necessary it is when more of the rules are out.

Your input is much appreciated all!


Sedoriku wrote:

Frankly just access to these boards would be enough. As a PBPer I can tell you the dice expression on here ([_dice=Possible name here]8d12+1d8+1d6+8[_/dice] Removing the _s) is pretty user friendly.

For example: 8d12 + 1d8 + 1d6 + 8 ⇒ (8, 9, 3, 12, 6, 6, 11, 3) + (1) + (1) + 8 = 68

Ah that's a nice feature to have. I'm also impressed you managed to perfectly roll average there

AnimatedPaper wrote:
Converting some of the bonuses to flat damage certainly seems like the way to go. I would eye the +3 quality to just become flat damage increases. That leaves you with 4 die to roll instead of the original 10, and a range of 48-82 rather than 18-118. Another possibility would be to simply maximize the roll (including the bonus deadly die) instead of doubling dice on a crit, making that crit an automatic 70. Possibly a little underwhelming compared to the top end of either, but that creature is going to know it's been kissed.

That seems like a good idea too, lowers maths but still gives rolls. How would that work with spells, ie say a spell does 6d6 damage as its base damage, still roll one and average the rest out, or go with a different option?


Hey all,

Been loving what I've been seeing thus far for 2E, but one thing I have noticed is a sharp increase in the number of dice rolled, especially at later levels. Rolling 2 or 3 dice isn't too bad normally, but if you end up in a situation with more, especially if you crit, that's a lot of maths, and can slow down the game.

This is especially problematic for one of my players who has Dyscalculia (Dyslexia with numbers essentially) so she wouldn't do well with this at all, and to be fair I don't think she'd be alone in struggling to work it out around our table- more numbers mean more likely mistakes.

As an example (and hopefully I get this right from what I've seen), if you crit with a +3 Flaming Greataxe that's Deadly 1d8, and thus roll 8d12+1d8+1d6+8 (consisting of double normal dice for crit, deadly bonus, plus the extra d6 for flaming quality); that's both a lot of maths, and probably more d12s than you have at the table.

What's a viable alternative option for this? Two things come to mind at first: rolling one dice and multiplying it (ie. 1d12x8 instead of 8d12), but this still involves much maths, and can be pathetic or brutal if you roll min or max. The other is to just have a flat damage value, no dice rolled, at half the dice value (ie. the above example would be 33 non-crit and 68 on the crit); this would certainly speed up that aspect of play, but probably take away from that feeling of risk/reward. Players would probably only need to bring d20s to games too.

What are other people's thoughts on trying to help with the mathematically challenged?