Thursday, June 4, 2009

Notion: Speeding Play

Since I'm already posting today, here's a few thoughts from the last couple weeks on z20 work to speed of D&D gameplay. In short, how do we make an RPG faster? (I'm just thinking in terms of game mechanics here, not table-talk and other social reasons for slow play.)

Fewer rolls. Rolling the die and then totaling the result and relevant modifiers takes time. Instead, we could just use static numbers. For example, use a static Defense Factor or Armor Class instead of a defense roll. Or roll initiative once at the start of combat, rather than every turn.

Group rolls are also possible: roll the dice once and then apply everyone's modifiers separately to determine everyone's results. So this is good for speeding initiative rolls or doing quick Spot check to determine who sees what.

Rolls just provide randomness, so the average outcome over the long haul is the same as not rolling. It means there are no lucky breaks, but also no unexpected failures. But, since not everyone's looking to go diceless, we just need to decide which rolls really need this randomness.

Quicker rolls. The more dice a roll involves, the more totaling is required. The same is true of modifiers (even in the absence of a die roll). Most of the time this is not a big issue, but consider the math required to determine the difference between normal AC, flatfooted AC, or touch AC if they're not pre-totaled or if some component of those totals has since been modified (such as if the character was subject to a Shield of Faith spell).

Fewer lookups. This is the difference between having a list of specific spell descriptions verses a general magic mechanic. The more rules you write, the more players and GMs feel obligated to look them up and follow them exactly. (Of course, general mechanics can also take time to adjudicate, especially if these leads to social argument.) Still, if GMs know there are only a couple simple mechanics and are empowered to apply those on the fly, it saves bogging down in rule lookups.

Lookups also happen in just recalling what modifiers or effects are currently in play. The fewer possible states or conditions, the less often this has to happen. For example, if a game has stunned, shaken, dazed, disabled, and clobbered conditions, someone's going to have to look them each up at some point. On the other hand, if there's only a single Impaired state in place of all these, there will be fewer lookups required.

Quicker lookups. Even if lookups are needed, how fast are they to perform? For example, how handy and visible is the information needed? This is the realm of DM aids like a screen, outlines, notecards, etc. Player's need to be able to quickly find the info on their character sheet: attacks, damage, AC, saves, skills, etc. And then there's all the stuff that fluctuates during play: spells in effect, conditions of characters (including hp, location, status, etc.), and so on.


The time saved on rolls is pretty minor, but adds up over time. Changing lookup frequency usually means changing the game mechanics. So probably the technique with the most payoff is to figure out how to speed lookups.

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