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<blockquote data-quote="aco175" data-source="post: 8354851" data-attributes="member: 27385"><p>I have one of the players track initiative and tell everyone whos turn it is. I just tell him what the monster initiative(s) are and it seems to free me up some. Not sure if that works for each table, but I would think most have a player who can take on more than just his PC. Same with the player that looks up spells or conditions that I cannot remember. </p><p></p><p>Dealing with different monster types or variations in the same monster, like an orc and an orc chief or bowman, can get confusing even if they all act on the same initiative. I want to say that 5e tried to have more the 2e feel with monsters early on in that you just run into a group of orcs and they say that one has max HP and is the chief. I think I liked 4e better in that you break the monsters up and have cool powers for each. Not sure if keeping just the base monster and vary the HP like you mentioned would be the best option. Another option is to have the players roll for each monster, but that is a bit controversial with some tables. </p><p></p><p>Another thing I did for a player is to color code the dice for weapons. We had a little cup for the black d20 to attack and the black d8 weapon damage, but also placed a red d6 for the flaming part of his weapon in the cup. He rolled all the dice at once and now knew if he hit and what part was fire damage vs weapon damage is that was needed. We also made healing cups with d4s in them for potions and such.</p></blockquote><p></p>
[QUOTE="aco175, post: 8354851, member: 27385"] I have one of the players track initiative and tell everyone whos turn it is. I just tell him what the monster initiative(s) are and it seems to free me up some. Not sure if that works for each table, but I would think most have a player who can take on more than just his PC. Same with the player that looks up spells or conditions that I cannot remember. Dealing with different monster types or variations in the same monster, like an orc and an orc chief or bowman, can get confusing even if they all act on the same initiative. I want to say that 5e tried to have more the 2e feel with monsters early on in that you just run into a group of orcs and they say that one has max HP and is the chief. I think I liked 4e better in that you break the monsters up and have cool powers for each. Not sure if keeping just the base monster and vary the HP like you mentioned would be the best option. Another option is to have the players roll for each monster, but that is a bit controversial with some tables. Another thing I did for a player is to color code the dice for weapons. We had a little cup for the black d20 to attack and the black d8 weapon damage, but also placed a red d6 for the flaming part of his weapon in the cup. He rolled all the dice at once and now knew if he hit and what part was fire damage vs weapon damage is that was needed. We also made healing cups with d4s in them for potions and such. [/QUOTE]
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