Instead of, or in addition to, your second one I would use "Know your spell." It is short and to the point. Also along those lines is: "Know your DCs." From the book Dungeons and Dragons for Dummies come these gems: "Do the math ahead of time," and "Don't hog the spotlight." I think that for what you want to do they need to be short and pithy. If people ask questions about them the first time they see them, then there's a good reason to stop/slow down the combat briefly to explain. That's the only really good reason to slow it down.Delemental said:"Pay attention to the initiative count, and start planning your actions 1-2 combatants prior to your turn."
"When using a spell, special ability, or combat option, have the book open to the rules before your turn."
What else would you put on a card? Or what other kind of reminders would be good?
sjmiller said:Instead of, or in addition to, your second one I would use "Know your spell." It is short and to the point.
Ant said:Do to-hit rolls and damage rolls simultaneously.
Roll miss chances first (or simultaneously as above).
Digital Archon said:On the "use cards" note, use spell cards for spells. That way, they have the spell out right in front of them when they are ready to cast it.
I'm a big fan of cards, though.![]()
delericho said:While I agree that players should know their spells, I would argue that they should still look them up ahead of time, and have the book open and ready on their turn. The DM may need to check some of the effects of the spell (for whatever reason), and if the player has the book ready he's just saved him looking it up himself, since the player can just hand over the book. If the DM doesn't need the book, nothing is lost, since players generally have free time during the combat round, while the DM has none.
(The same goes for a player who has decided to use a magic item, grapple, bull rush, or otherwise do something that the DM might need to reference the books for.)