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<blockquote data-quote="Inconnunom" data-source="post: 6636824" data-attributes="member: 6796560"><p>The way I think I will be handling initiative cards is like this. For starters all of my players pick a color. Their dice are that color; their bases are that color; I even have little binder clips of different colors. All the enemies are black. Visually this simplifies things because we use the Pathfinder Pawns for minis right now and they are all two-dimensional.</p><p></p><p>How does this play into the initiative cards you ask? First, get a pack of colored paper. Using spray adhesive, spray the paper and stick on playing cards or ultra cheap magic cards face down. Then trim all the excess. Now instead of having an ornate picture that doesn't particularly matter, I hold up the card. My job as the DM would be to remember the name of the player, while the players pay attention to the color of the card I'm holding. </p><p></p><p>So for example, (Reaches in pulls out a blue card). All players looking at the color. Blue player instantly gets ready to roll. I say, "Cornelius you are up." about the time he is already going.</p><p></p><p>As far as how many cards each player gets, I think 2 cards for everyone and an extra card for each "+2" initiative. If you have 7 dex or less then you only get one card. Alert works out well in this situation, if you have a Rogue with 20 dex (+5 initiative) picking up alert puts him at +10 initiative. That would give him 5 cards plus his initial 2 for a total of 7. </p><p></p><p>Comments and critiques are welcome.</p></blockquote><p></p>
[QUOTE="Inconnunom, post: 6636824, member: 6796560"] The way I think I will be handling initiative cards is like this. For starters all of my players pick a color. Their dice are that color; their bases are that color; I even have little binder clips of different colors. All the enemies are black. Visually this simplifies things because we use the Pathfinder Pawns for minis right now and they are all two-dimensional. How does this play into the initiative cards you ask? First, get a pack of colored paper. Using spray adhesive, spray the paper and stick on playing cards or ultra cheap magic cards face down. Then trim all the excess. Now instead of having an ornate picture that doesn't particularly matter, I hold up the card. My job as the DM would be to remember the name of the player, while the players pay attention to the color of the card I'm holding. So for example, (Reaches in pulls out a blue card). All players looking at the color. Blue player instantly gets ready to roll. I say, "Cornelius you are up." about the time he is already going. As far as how many cards each player gets, I think 2 cards for everyone and an extra card for each "+2" initiative. If you have 7 dex or less then you only get one card. Alert works out well in this situation, if you have a Rogue with 20 dex (+5 initiative) picking up alert puts him at +10 initiative. That would give him 5 cards plus his initial 2 for a total of 7. Comments and critiques are welcome. [/QUOTE]
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