First off greetings EN World. This is my first post and its been a long time and coming. I've been DMing for almost 4 years now and DMing 4e for 1 year. I feel when I'm well organized it allows me to concentrate on roleplaying better because I don't have to worry about remembering the gritty details. In order to accomplish stream lined encounters I have modified the PC and Monster Combat cards found in the DMG. I liked the idea yet there just wasn't enough to them. I felt that I was still having to reference the MM in various locations a lot. It slowed my game down not having the info more readily accessible.
I apologize for the mediocre quality but I've turned the 2 DMG Cards into 4 types using paint 2007. I tried for a few main themes, conciseness, minimal writing, freedom, and re-usability. Amoungst all the cards I have made common changes:
Header Info: I've put a simple list made for Level, (current) Exp, Next
(level), Alignment, Deity, and Role. Throwing the type of card off into the top right corner above a long blank for a creature name.
Initiative Block: In this block I've added a small inner square. This is where you can add in the creature initiative bonus. I did this so I can settle ties faster on the fly.
New Colour: I've left the player cards red, and the monster cards green, but I've made NPC cards blue for better distinction.
Condition Blocks: These blocks have been split. The left half is for the condition name to be written inside it. I.e. Dazed, Marked, or O. Damage 5. The right half is more complex but less work to maintain. The "End stat" is where you can put the name of the creature in question, in regards to start of turn or end of turn effects. These durations are abbreviated and indicated with check boxes. The durations are listed from shortest to longest.
Legend:
SoT - Start of Turn
EoT - End of Turn
Sv. - Save Ends
EoE - End of Encounter
Defense Block: Your typical defense block with AC, Fort, Ref, and Will. I've added a blank for additional notes for situational bonuses.
PC Skill/Ability Block: This block has all 17 skills listed by 3 letter abbreviations. A short blank for the bonus and a check box to note if the player is trained in the skill. As some task are trained only. I have put a note block for extra notes.
This block as been amalgamated with the ability list. Very simple with a 3 letter abbreviated list of the six stats accompanied by a short blank for the value. The only thing I might have to clarify for explicity's sake, is "Int" listed within the skills, is for "Intimidate" the skill not "Intelligence" the ability.
Healing/Statistics Row: In this row i have placed a spot for the player's Healing surge value, check boxes for the use of a second wind, surges left, and action points. On the statistics side I have blanks for Speed, Languages, and Vision.
Health Block: This block has been subdivided based on the DMG card. I have put squares for total health, current health, temp. health, and a check box if the player is bloodied.
Notes/Definitions: I've expanded this block for extra info on stuff like race origins, common behaviors, or player interests.
Footnote: Lastly I've shrunk the size of the footnote as the detail on the cards in the DMG simply wasn't needed. This thread is probably more than enough explanation than what you will ever need.
Amongst the 4 types of cards there are a few differences.
PC Combat Cards: I have removed the excess amount of condition blocks and replaced them with blocks for Defenses, and Skills/Abilities. The changes above are mainly for the PC Combat Card.
NPC Combat Cards: They are exactly the same as PC cards except they are blue! (I like blue
)
Monster Combat Cards: The header is simpler. Yet the blanks are slightly longer, as for "Role" you can now add if its either solo or elite. The Skills/Ability block now shows Skills and attacks only. There are 4 blanks for skills to be listed and there modifiers. Use this space to jog your memory on attack effects. The attack blanks have a cloured square under them to indicate if they are At-Will, Encounter, or Daily powers. Since the healing listed can be minimized, (max 3) and less AP are needed (1-elite, 2-solo). The abilities can now be moved down to the statistics row. In the notes/definitions block you can put origin, size, alignment, etc. as you see fit.
Minion Monster Combat Cards: Making this card was the most fun. Its main feature is that its 2 cards in 1. Every card is divided down the middle for 2 minions. I did this because minions are simple and need less notation. Usually there are a lot of them, so by doing it this way it saves on paper. As i use special paper that is thicker. Its a little tougher than normal printer paper and adds "A Cards" feel to them when held. If you don't have this paper you can easily cut out 8 1/2 x 11 sheets out of white poster paper.
The only problems I see right now is that you must write relatively small in order to fit on the cards. The second deals with the initiative and the minion cards. If a players or monsters initiative lands directly between two minions on the same card; how you choose your card order may conflict. I think you can solve this a couple of ways. If its a player make them go before the minions, and modify the minions result on the card. If its a monster make them go before and modify its card. The second is to write out a long list of monsters/players and their initiatives and organize them that way. Yet in order to get your player's results you would have to do this in game. Personally if this happens ill do the first way. I give the player's all the special advantages first and fudge results when they get to far ahead instead of doing it the other way and have the chance of killing them.
Closing thoughts: I've used these cards a few times with the Dungeon Delve adventures. I am lucky to have 5 players for this. I printed off one sheet of NPC cards, 4 Monster cards, 2 Minion cards, and a half monster/player sheet. For a total of 4 NPCs, 6 PCs, 18 Monsters, 16 minions (8 cards).
I'd like you to tell me what you think of my cards, and if you use them in your games come on back and give me some feedback on improvements you would like to see.
Peace.
I apologize for the mediocre quality but I've turned the 2 DMG Cards into 4 types using paint 2007. I tried for a few main themes, conciseness, minimal writing, freedom, and re-usability. Amoungst all the cards I have made common changes:
Header Info: I've put a simple list made for Level, (current) Exp, Next
(level), Alignment, Deity, and Role. Throwing the type of card off into the top right corner above a long blank for a creature name.
Initiative Block: In this block I've added a small inner square. This is where you can add in the creature initiative bonus. I did this so I can settle ties faster on the fly.
New Colour: I've left the player cards red, and the monster cards green, but I've made NPC cards blue for better distinction.
Condition Blocks: These blocks have been split. The left half is for the condition name to be written inside it. I.e. Dazed, Marked, or O. Damage 5. The right half is more complex but less work to maintain. The "End stat" is where you can put the name of the creature in question, in regards to start of turn or end of turn effects. These durations are abbreviated and indicated with check boxes. The durations are listed from shortest to longest.
Legend:
SoT - Start of Turn
EoT - End of Turn
Sv. - Save Ends
EoE - End of Encounter
Defense Block: Your typical defense block with AC, Fort, Ref, and Will. I've added a blank for additional notes for situational bonuses.
PC Skill/Ability Block: This block has all 17 skills listed by 3 letter abbreviations. A short blank for the bonus and a check box to note if the player is trained in the skill. As some task are trained only. I have put a note block for extra notes.
This block as been amalgamated with the ability list. Very simple with a 3 letter abbreviated list of the six stats accompanied by a short blank for the value. The only thing I might have to clarify for explicity's sake, is "Int" listed within the skills, is for "Intimidate" the skill not "Intelligence" the ability.
Healing/Statistics Row: In this row i have placed a spot for the player's Healing surge value, check boxes for the use of a second wind, surges left, and action points. On the statistics side I have blanks for Speed, Languages, and Vision.
Health Block: This block has been subdivided based on the DMG card. I have put squares for total health, current health, temp. health, and a check box if the player is bloodied.
Notes/Definitions: I've expanded this block for extra info on stuff like race origins, common behaviors, or player interests.
Footnote: Lastly I've shrunk the size of the footnote as the detail on the cards in the DMG simply wasn't needed. This thread is probably more than enough explanation than what you will ever need.
Amongst the 4 types of cards there are a few differences.
PC Combat Cards: I have removed the excess amount of condition blocks and replaced them with blocks for Defenses, and Skills/Abilities. The changes above are mainly for the PC Combat Card.
NPC Combat Cards: They are exactly the same as PC cards except they are blue! (I like blue

Monster Combat Cards: The header is simpler. Yet the blanks are slightly longer, as for "Role" you can now add if its either solo or elite. The Skills/Ability block now shows Skills and attacks only. There are 4 blanks for skills to be listed and there modifiers. Use this space to jog your memory on attack effects. The attack blanks have a cloured square under them to indicate if they are At-Will, Encounter, or Daily powers. Since the healing listed can be minimized, (max 3) and less AP are needed (1-elite, 2-solo). The abilities can now be moved down to the statistics row. In the notes/definitions block you can put origin, size, alignment, etc. as you see fit.
Minion Monster Combat Cards: Making this card was the most fun. Its main feature is that its 2 cards in 1. Every card is divided down the middle for 2 minions. I did this because minions are simple and need less notation. Usually there are a lot of them, so by doing it this way it saves on paper. As i use special paper that is thicker. Its a little tougher than normal printer paper and adds "A Cards" feel to them when held. If you don't have this paper you can easily cut out 8 1/2 x 11 sheets out of white poster paper.
The only problems I see right now is that you must write relatively small in order to fit on the cards. The second deals with the initiative and the minion cards. If a players or monsters initiative lands directly between two minions on the same card; how you choose your card order may conflict. I think you can solve this a couple of ways. If its a player make them go before the minions, and modify the minions result on the card. If its a monster make them go before and modify its card. The second is to write out a long list of monsters/players and their initiatives and organize them that way. Yet in order to get your player's results you would have to do this in game. Personally if this happens ill do the first way. I give the player's all the special advantages first and fudge results when they get to far ahead instead of doing it the other way and have the chance of killing them.
Closing thoughts: I've used these cards a few times with the Dungeon Delve adventures. I am lucky to have 5 players for this. I printed off one sheet of NPC cards, 4 Monster cards, 2 Minion cards, and a half monster/player sheet. For a total of 4 NPCs, 6 PCs, 18 Monsters, 16 minions (8 cards).
I'd like you to tell me what you think of my cards, and if you use them in your games come on back and give me some feedback on improvements you would like to see.
Peace.
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