Ever wonder why it is that D&D of yesterday insists on having differences in the way the dice should be rolled?

Certain actions required a high roll, while others required a low roll. This was confusing to me, especially in the beginning. If you were only there during the times I rolled 'to hit', and knocked over chairs cheering after rolling a 1. Mind you, this was way back, however the inconsistencies remained all throughout time. Some will say that it is no big deal doing math in their heads. Others will agree that gamers shouldn't have to be math wizards in order to have a smooth, flowing game.

Has anyone ever figured any of these functions of combat into their games, at the same time?!?:

1) Weapon Speed on Initiative
2) Dex Bonuses to Surprise
3) Creature Size vs. Weapon Length/Type
4) Penalties To Hit vs. Armor Type
5) Range Modifiers

Separately, math is a breeze, but all together, it bogs down the game into a math league tryout.

Pass.

And yet, we make do, because we know there is more to the game than crunching numbers. House rules make eliminating a lot of math problems easier, especially when you forget whether you need a high roll or a low one to be successful.

I simply hate math. Enough said.

3rd Edition is making the die rolling system universal. No matter what you are rolling for, you objective is to get a high number. Simply find out the number you need to at least roll, and try to roll above it.

Hallelujah!

Some friends of mine have made the math the sole part of their game, adding further calculations on top of the already bogged down system to date. Freaks!

What do you think? Like the system the way it is? Or are you like me, and appreciate the simplification to the die rolling system of the 3rd Edition? Send me an email, or head on over to our message boards and let me know!