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Minimalist D&D V - SINGLE-ROLL COMBAT

One thing that lacks elegance in most RPGs, including D&D, is the fact that you generate lots of information to get one simple, often binary, result.

For example, you roll initiative, then make an attack roll, and then roll for damage. Say you get 7, 15 and 8. Adding your initiative bonus, your "to-hit" bonus and your damage bonus might give you 9, 21, and 11.

Most of these numbers matter ONLY to indicate if you go first/second.../last and if you hit/miss.

For example, if you hit with a 15 on the d20, you also hit with a 16, 17, 18, or 19, in the exact same manner (a natural 20 will at least give you a critical hit). A 19 does not mean a good hit - the damage can be low, for example.

In theory, you could have 20 different results when you roll a d20, but in practice you get two or three.

We are so accustomed to this that it seems reasonable.

However, I've been thinking of a different method: roll ONE d20. This will tell you your damage, if you hit or miss, and who goes first in the round, etc.

Source.

There are infinite ways to do that, but let me give you an example.

Start with a "roll under" mechanic. If you have Strength 15, roll 15 or less to hit, etc. Armor Class is 0 if you are unarmored, 2 for leather, etc. (saving throws follow a similar pattern).

Say we have a wizard with Int 16, a fighter with Str 15, and a thief with Dex 15, fighting against three Str 13 orcs. 

Everyone says what they want to do and rolls a d20. 

Example: the wizard rolls 12, the fighter 17, the thief 5, and the orcs 14, 3, and 8.

Then you resolve the action in the order of highest dice to lowest.

Everyone that rolls ABOVE their stat missed - so you quickly remove all dice that came up 16 or more (the fighter rushes forward and misses; one orc also misses the target!).

The wizard rolled a 12, which means the spell worked! 

An orc also hit with an 8.

Finally, the thief hit an orc (5) and an orc hit someone (3). However, these low rolls might be stopped by AC (simply compare the dice to AC, no addition or subtraction).

Damage? Well, if you need variable damage, just add one point of damage if you roll more than 10. Rolled a 12, add +2 damage. If you hit with 15, add 5 points of damage, and so on. Its easier and faster than rolling 1d8+3, for example. You could go one step further and multiply damage instead: double it on a twelve, triple it on a 13, etc.

This method has many advantages.

* The most important one: the results are VISIBLE. This si an important principle in design that is mostly ignored in RPGs. In ordinary RPGs, for example, you might roll a 15 (visible in the die), add +7 from you PC (visible in you sheet), and get a result of 21. The only number that matters here is 21 - but this result is nowhere to be seen; it must be calculated with every roll, and said out loud.

* It resolves things in order of complexity: first, ignore the misses, then calculate the obvious hits (high rolls), probably taking out a few foes, and just then check the "near misses" - hit that were avoided by AC, etc.

* If the accuracy is more or less "bounded" (i.e., if their main abilities are similar) it is easy to know which dice to ignore very quickly. And if you roll a 19 for a powerful foe and keep it on the table... Well, now your players will be scared!

* Easy to work with multiple attacks: discard the ones above your Str, etc. Same thing applies when rolling with advantage: roll a couple of dice, choose the best.

* A great way to stop wizards when they're casting a spell, if you like this - hit then before they act, and they fail, period.

* It makes combat a lot faster and more chaotic, instead of following clunky "phases" or "turns".

* Notice how it makes sense to tie initiative to the action being attempted. An intelligent wizard casts a spell FAST - despite being frail and low on dexterity. If he tries to swing a sword, OTOH, he will be a lot slower...

* Tying the roll to damage allows characters to slowly augment their damage as they level up, raising the stakes as they fight high-level foes.

* You can guess the results of your moves just by looking at the dice: too high means you fail, unless you're high level yourself. 10+ is a good hit: almost never misses, and damage is good too. 10 or less is a weak hit, low damage and probably can be dodged or stopped by armor.

It requires some play-testing, but looks very promising IMO.

NOTE: I've written this post a while ago and hadn't published it for some reason. Since then, I've tried it using 5e D&D. It worked! I will write about that experience next.

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