| CommanderCoyler |
I feel that, there are too many less-than-necessary rolls in combat at the moment. Yes, a lot of these only come up in certain situations, but a they slow the game down more than is needed (not counting the time to look up the rules for the situation). Examples include:
Afflictions and Persistent Damage (why are they seperate systems?): roll at the end of your turn (or, vaguely defined, as an action for persistent damage) then roll for the damage
Being in darkness without a way to see (why are the rules for this across THREE sections of the book?, also discounting the action requirement to seek with other senses, another roll): roll a flat (DC11) check, then roll to hit as normal
My solutions to the above tould be:
Remove the roll for damage from Afflictions and Persistent Damage, make the damage equal to average of the current dice for the effect (and make Persistent Damage run off the Afflictions system)
Instead of the flat check for attacking a target you can't see, impose a penalty: -5 would work.
Thoughts?