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Some RPG systems are obviously more of a faff than they need to be, and some take more time than others. This feels obvious, but I want a better way to measure it than using my gut. I want to give a little flesh, with a Maths-flavoured guesstimate, similar to âBig-O notationâ (a method for guessing how fast a sorting algorithm works).
faff noun: An unnecessary or over-complicated task, especially one perceived as a waste of time. verb: To waste time on an unproductive activity.
Perhaps this works less like âBig-O notationâ and more like a Bechdel-Wallace[a] test. Anyone who says âthat game âPortalâ fails the Bechdel test, so the test is stupidâ, hasnât understood the idea, just like anyone who says that everything which fails the test must be sexist. The notation should provide a nice place to start, not a final word.
Walk along each step to resolve an action. What sounds like âjust a rollâ probably has quite a few parts (find Attribute Bonus, add the Attribute Bonus, et c.). We give each step a faff-rating, with 1 for simple tasks (e.g. âadd that same number that you always addâ) and more for tasks which always take longer (e.g. roll a dice-pool and record the results on a sheet of paper).
Type (Abrev.) | Rating | Example -------------------------|--------|-------------------------------------------------------------------- Compare a roll to the TN | 0 | Check if 14 + 4 beats TN 15 Standard Addition (A) | 1 | Add Initiative Bonus Unique Addition (U) | 2 | Add Initiative Bonus with Fatigue Penalty Dice roll (D) | 2 | Roll 1D10 for Initiative Count success margin © | 2 | Take your roll of 18, minus the DC of 15, to reveal a margin of 3. Dice pool (P) | 3 | Roll 4D10 and count how many are over â6â Keep the middle die (K) | 3 | Roll 3D6 and select the median result Exploding Dice (E) | +1 | âŠand reroll any dice which land on a â10â Record information Âź | 3 | Note 3 HP lost Tactical Decisions (T) | ? | Deciding which spell to use
Measuring these actions in seconds demands resources nobody has, and raises questions nobody cares about. Instead of doing those things, I want to just give numbers with the right relation. If one action takes longer than another, then the first action should have a higher rating, even if nobody can see exactly how much higher it should be than the other.
Letâs start slow. In PathfiâŠer, D&D 3.0, an action might go like this:
Roll to navigate through the forest without getting lost. You can use your navigation skill.
1. (A: 1) The player looks down their sheet and adds their navigation Skill to their Intelligence Bonus.
2. (D: 2) They roll a D20 and succeed.
Total Steps: 2
Faff Score: 3
Time for another navigation roll. I canât remember the exact roll, but I remember the rules for âNon-Weapon Proficienciesâ, which is what we called âSkillsâ back in the day, while wearing onions on our belts.
1. (A) The tries to remember where the âNon-Weapon Proficienciesâ go on their character sheet, and find that they must roll equal to, or under, their Wisdom score +2.
2. (D) Roll 1D20.
Despite the character having no Skill rating (just the arbitrary Bonus which Gygax or someone at TSR stuck into the rules), this system gets exactly the same rating as the last one.
Total Steps: 2
Faff Score: 3
1. (U: 2) The player adds the characterâs Intelligence + Survival.
2. (P: 3) The player rolls that many dice, and counts the successes.
Total Steps: 2
Faff Score: 5
This result means almost twice the faff that D&D entails, but on the other hand, we get a more detailed result, and (more importantly) something to interpret. 1 success could mean the characters are âwaylaid by a couple of days, as they try to figure out where they went wrongâ, or it could mean that they âget off-track, and have to roll again to find a new path from this new locationâ.
And rolling 4 successes could mean some kind of bonus. If the characters wanted to get somewhere quickly, they may have found a shortcut, or circumnavigated some difficult terrain.
âŠin which we enter a horrifying den of Maths snakes, and I try to convince you that I can still salvage this idea.
The action of âcombatâ doesnât have a clear resolution. Resolving a single round doesnât really help, because that doesnât resolve the general combat, and some systems demand we take more rounds than others.
However, drawing an average should be easy. We simply replace all dice rolls with their average expected result (I will spare you another acronym and just say âaverage damageâ).
If a fighter has a 45% chance of hitting, and deals 1D8+2 Damage, then their average Damage is 5.5 x 0.45 = 2.475.
Letâs say their opponent has 4 Hit Dice (meaning â4D8 worth of HPâ). This gives them an average of 18 HP. We can simply take the HP, and divide them by the average Damage to get the average number of rounds:
For the final score, take whatever faff rating we have for 1 round, and multiply the results:
I donât have a great answer here. I kind-of want to select the first 10 levels from D&D, then average over the results. And I kinda of want to move through the White Wolf system, going from a dice-pool of 1 to a dice-pool of 10, and then average over those results. But then I also donât, because it sounds dull, and wonât say much.
So instead, Iâm going to go with â1st level fighterâ, and âdice pool of 5â, and just see what that says.
Letâs start a single round:
These last two steps (figuring Damage) wonât always happen, so Iâm going to half the score.
Total Steps: 5 or 8
Faff Score: 12
âŠbut thatâs just a single round.
My D&D books currently sit in a friendâs attic in another country, and Iâm too lazy to torrent the pdf, so to make a full round, Iâm going to go by memory.
Letâs assume two level 1 fighters (+1 to hit), with longswords (1D8 Damage), with a good Strength Bonus (+2), and chainmail (+4 AC).
That means 2.2 Damage per turn, on average.
With 2.2 rounds at a faff score of 12 per round, thatâs a total faff score of 26.
This becomes far worse when we reach level 2.
Next up, World of Darkness, with two people fighting with 5 dice, because why not?
Total Steps: 10
Faff Score: 20
Original World of Darkness rules use about 5 HP (the last two basically mean the fight is over, so we can ignore those boxes).
Iâm going to ignore the rules of wound penalties, because as soon as someone receive a wound penalty, they enter a death spiral which results in their opponent beating them to death slowly.
With 5 HP divided by 2.2, we have:
âŠand this is a total faff, and we can see exactly why. Try adding a couple of points of Celerity, then running a game where a Cainite coterie of 4, face off three Sabbat members, along with their 8 ghouls. It canât be done! At a conservative estimate, thatâs 150 steps to take each round (ignoring reverse initiative), and 150 steps per round. With an average dice-pool of 5 per roll, thatâs over 80 individual dice rolled and read, for a single round. At 2 rounds, this entails 160 dice rolls, each coordinated, with stages decisions between each roll.
Total Steps: 3
Faff Score: 7
Total Steps: 3
Faff Score: 6
These result may not summarize an entire combat system with a single number, but personally, Iâd like to see some kind of faff-rating on every RPG review. It doesnât have to be this particular rating - other measurements may be more enlightening. But I would really like to see something there, warning the reader about how much attention and time combat will demand.