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General Tabletop Discussion
*TTRPGs General
Combat and book keeping - How long does it take in your group?
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<blockquote data-quote="Festivus" data-source="post: 3586986" data-attributes="member: 34532"><p>Combat rounds I reserve for encounters that will offer some level of challenge. For someting overpowering like 3 trogs and 4 level 7 PCs I just skip the combat rounds all together and give a survival chance (like 5%) that any one of the monsters would make it out of the room (perhaps to warn others).</p><p></p><p>Other things I have done in the past: </p><p></p><p>* Time limits per player turn... if you can't decide within a reasonable amount of time you are delaying. I usually pad with extra time for newer players and first round of combat.</p><p>* Combat Pad - See when your turn is coming up and be thinking about what you are going to be doing. In lieu of these, use index cards... they are wonderful.</p><p>* As DM, plan ahead on the monsters - I usually print up nice 8.5x11 sheets of paper with the full MM IV stat block format and room to write things like hit points and spell effects. I also highlight things I will likely use first in combat.</p><p>* All similar creatures act on same initiative</p><p>* If I am playing a spell caster, have the relevant spell page already open on your PHB in case there are any questions. You have lots of time as a player until your next turn to do this. Spell cards also work for this but I have since dropped them when my spell book got huge.</p><p>* Roll all your dice at once for all attacks and damage - Helpful really with things that do lots of dice of damage (e.g. Lightning Bolt), adding up those dice can take some time, so get it done ahead of time. Really helps to have sets of dice colors for this sort of thing so that you know what damage goes with what die.</p><p>* As DM, preroll a bunch of D20s and cross em off as used - for spots, listens, etc.</p><p>* 30 second rule - If you can't find a rule within 30 seconds the DM makes a call and we move on, looking it up after the game. There is the Sicilian clause of course, when death is on the line we take more time to look up rules.</p><p>* Put a player in charge of the init order chart. As a DM you are busy enough, delegate. It also tends to make them more attentive to what is going on.</p><p>* Before each session, spend some time looking at the stat blocks of the likely encounters and review any rules you aren't totally familiar with.</p><p>* Make index cards for buffs that you cast and put them on the table in front of you, along with when the effect will end. </p><p>* Like in Magic the Gathering, have an upkeep mantra you follow when it's your turn. If you ritualize how you take your turn you will go faster each subsequent round. E.g. update effects cards, summoned critters attack, my stuff, etc</p></blockquote><p></p>
[QUOTE="Festivus, post: 3586986, member: 34532"] Combat rounds I reserve for encounters that will offer some level of challenge. For someting overpowering like 3 trogs and 4 level 7 PCs I just skip the combat rounds all together and give a survival chance (like 5%) that any one of the monsters would make it out of the room (perhaps to warn others). Other things I have done in the past: * Time limits per player turn... if you can't decide within a reasonable amount of time you are delaying. I usually pad with extra time for newer players and first round of combat. * Combat Pad - See when your turn is coming up and be thinking about what you are going to be doing. In lieu of these, use index cards... they are wonderful. * As DM, plan ahead on the monsters - I usually print up nice 8.5x11 sheets of paper with the full MM IV stat block format and room to write things like hit points and spell effects. I also highlight things I will likely use first in combat. * All similar creatures act on same initiative * If I am playing a spell caster, have the relevant spell page already open on your PHB in case there are any questions. You have lots of time as a player until your next turn to do this. Spell cards also work for this but I have since dropped them when my spell book got huge. * Roll all your dice at once for all attacks and damage - Helpful really with things that do lots of dice of damage (e.g. Lightning Bolt), adding up those dice can take some time, so get it done ahead of time. Really helps to have sets of dice colors for this sort of thing so that you know what damage goes with what die. * As DM, preroll a bunch of D20s and cross em off as used - for spots, listens, etc. * 30 second rule - If you can't find a rule within 30 seconds the DM makes a call and we move on, looking it up after the game. There is the Sicilian clause of course, when death is on the line we take more time to look up rules. * Put a player in charge of the init order chart. As a DM you are busy enough, delegate. It also tends to make them more attentive to what is going on. * Before each session, spend some time looking at the stat blocks of the likely encounters and review any rules you aren't totally familiar with. * Make index cards for buffs that you cast and put them on the table in front of you, along with when the effect will end. * Like in Magic the Gathering, have an upkeep mantra you follow when it's your turn. If you ritualize how you take your turn you will go faster each subsequent round. E.g. update effects cards, summoned critters attack, my stuff, etc [/QUOTE]
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