Hacks for D&D to Do Less Math
D&D outside of combat is way too fiddly.
Replace DC with Result Bands
he D20 is annoyingly chaotic and setting DCs is likewise annoying. Better to control them:
- 1 Critical failure
- 2-10 Failure
- 11-15 Partial success
- 16-19 Success
- 20 Critical success
These result bands only apply to ability checks and saving throws when a DC isn't already provided. If ±0 is the average ability modifier, then just over half the time players will (partially) succeed when they role; this is ideal for narrative reasons. Proficiency bonuses and dis/advantage fit nicely with the math, give anywhere from a 5-25% increase in rolling higher. As characters level up, they should be more successful, and the chaos of the D20 doesn't foreclose failures.
Using the standard array for ability scores is preferred during character creation. Combat uses the default attack and damage rolls.
On Failure and Partial Success
The frustrating difficulty of this more story-games approach to failure/success is particularly what to do with partial successes. I include failure here because failure can be equally stymieing. All rolls should advance the narrative in some way; if a character fails, they don't get what they want, so what happens instead? On a partial success, a character gets what they want at a cost or doesn't get what they want at a benefit. The rogue could open the door, but they hear a guard on the other side—what do you do? Successes, partial or full, let the player keep narrative control. Failure puts the DM in narrative control.
Equipment Slots
Culturally, no one seems to actually track inventories. I'm of two minds: Either use the variant encumbrance rules from the 2014 PHB (for which you should use D&D Beyond so you don't have to do calculations) or throw out weighted inventory all together.
Instead, characters have a number of equipment slots equal to the Strength ability score. (The score, not the modifier!) Again, using the standard array during character creation is preferred for this.
Most everything will take a single slot, though bundles of items (rations, torches, and so on) should be one slot per bundle. A quiver of arrows takes one slot, gold takes no slots, and so on. Some specifics:
- Light armor, 1 slot
- Medium armor, 2 slots
- Heavy armor, 3 slots
- Shield, 1 slot
- Two-handed melee weapons, 2 slots
- Ranged weapons, 1 slot
Encumbrance
A character is encumbered when they have slots filled greater than their Strength score.
A character is heavily encumbered when they have more than 5 slots greater than their Strength score filled.
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