It’s funny because while 5e has simpler math than the predecessors, it’s still kind of clunky. 1d20 + proficiency + modifier isn’t that bad, but I’ve seen a lot of players who can’t correctly add 16 + 7.
I really liked the nWoD system where you roll a bunch of d10s and just count how many came up >= 8. No addition or subtraction.
Also 1d20+stuff is flat probability, which feels bad.
I think that a ruleset optimized for computer RPGs would probably look somewhat different.
But also 100 times this. You could do so many things that would be painful to do by hand at the table.
Having done a lot of digital GMing recently, I had the sudden realization that a physical calculator with buttons has sped up my play immensely.
One can grab an inexpensive calculator if it’s a matter of being able to do it at all, I suppose. Or use a phone calculator app. But…even with a calculator, there are just going to be some limitations on how many modifiers one can reasonably have and how they can interact. Like, if you have, say, four or five inputs for a check that all have percentile modifiers from various equipment or spells or statuses or whatever, it just starts to become a pain to deal with. A computer won’t notice that, and there, it’s fine. But for TTRPGs, one doesn’t want to turn a play session into a bunch of people just playing Sim Spreadsheet. Kinda bogs down the game, kills the flavor.
I bet that there are some people who won’t even play D&D in its present form because of the math.
I have a friend of mine who’s very interested in playing DND, and TTRPGs in general. However, he’s admitted to me, and I have genuine proof, that he struggles with even the simplest concepts of math (such as addition or subtraction). Does any other DMs or players (or, hell, anyone really) have any advice to lessen the amount of math that needs to be done, or even make it a no-math sort of deal? Much appreciated!
I like Fudge dice, but understand if people want higher variance than that. I do like that characters tend to succeed at things they are good at (but not always) and fail at things they are bad at (but not always). Some people liken this to diceless, but my experience is that it’s just enough variance to keep you on your toes and add drama.
D&D was optimized for pencil-and-paper-and-dice play. I mean, it has to keep the math simple to keep the game going.
I think that a ruleset optimized for computer RPGs would probably look somewhat different.
It’s funny because while 5e has simpler math than the predecessors, it’s still kind of clunky. 1d20 + proficiency + modifier isn’t that bad, but I’ve seen a lot of players who can’t correctly add 16 + 7.
I really liked the nWoD system where you roll a bunch of d10s and just count how many came up >= 8. No addition or subtraction.
Also 1d20+stuff is flat probability, which feels bad.
But also 100 times this. You could do so many things that would be painful to do by hand at the table.
https://old.reddit.com/r/DnD/comments/1jphv4b/favorite_calculator_for_the_table/
One can grab an inexpensive calculator if it’s a matter of being able to do it at all, I suppose. Or use a phone calculator app. But…even with a calculator, there are just going to be some limitations on how many modifiers one can reasonably have and how they can interact. Like, if you have, say, four or five inputs for a check that all have percentile modifiers from various equipment or spells or statuses or whatever, it just starts to become a pain to deal with. A computer won’t notice that, and there, it’s fine. But for TTRPGs, one doesn’t want to turn a play session into a bunch of people just playing Sim Spreadsheet. Kinda bogs down the game, kills the flavor.
I bet that there are some people who won’t even play D&D in its present form because of the math.
searches
https://old.reddit.com/r/DnD/comments/177rybf/have_a_friend_who_struggles_at_math_what_can_i_do/
The variance on a single d20 is miserable after playing games with better probability curves.
I love the three d6 curve from Hero System
I like Fudge dice, but understand if people want higher variance than that. I do like that characters tend to succeed at things they are good at (but not always) and fail at things they are bad at (but not always). Some people liken this to diceless, but my experience is that it’s just enough variance to keep you on your toes and add drama.
Iron Kingdoms uses a nice system too, where the better your are the less variance your roll get.