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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4159698" data-attributes="member: 710"><p>Roll Initiaive for group of monsters, instead of each individually. Especially useful if you're using monsters of the same type, or if monsters have identical initiative modifiers. But don't shy away from modifying the numbers (use the lower, if you want to keep fair).</p><p></p><p>This makes the initiative order simpler. </p><p></p><p>Prepare your NPCs & monsters well. Have a standard combat strategy written up. Note the spells they are most likely to cast, and have the spell descriptions memorized or ready. (This can be a lot of "homework". But it might be better then the players seeing you skimming through rule-books to find the best spell)</p><p></p><p>Eyeball movement cost. If you notice that backtracking of steps after finding out that you have 5 ft to little movement if you go Route A takes too long or happens to often, just guess if it should work. Make people aware that Attack of Opportunities aren't the end of the world and you don't have to squeeze every 5 ft of your movement. (if both sides keep to this, this means both NPCs and PCs provoke more, and it probably evens out in the long run). 1-1-1 diagonals are sins against Euclidean geometry, but great for gameplay, BTW. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Learn to mark conditions and effects going on, either on minis, aside from your NPC hit pint tables, or on an initiative board.</p><p></p><p>Players should learn to pre-write their different buff states. (Typically in form of tables listing the applicable effects and the final attack/damage/hp values)</p><p></p><p>Option for average damage. If you don't want to roll 8d6 points of damage, take the average. Or build the average of a part of the dice rolled and roll the remaining part.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4159698, member: 710"] Roll Initiaive for group of monsters, instead of each individually. Especially useful if you're using monsters of the same type, or if monsters have identical initiative modifiers. But don't shy away from modifying the numbers (use the lower, if you want to keep fair). This makes the initiative order simpler. Prepare your NPCs & monsters well. Have a standard combat strategy written up. Note the spells they are most likely to cast, and have the spell descriptions memorized or ready. (This can be a lot of "homework". But it might be better then the players seeing you skimming through rule-books to find the best spell) Eyeball movement cost. If you notice that backtracking of steps after finding out that you have 5 ft to little movement if you go Route A takes too long or happens to often, just guess if it should work. Make people aware that Attack of Opportunities aren't the end of the world and you don't have to squeeze every 5 ft of your movement. (if both sides keep to this, this means both NPCs and PCs provoke more, and it probably evens out in the long run). 1-1-1 diagonals are sins against Euclidean geometry, but great for gameplay, BTW. :) Learn to mark conditions and effects going on, either on minis, aside from your NPC hit pint tables, or on an initiative board. Players should learn to pre-write their different buff states. (Typically in form of tables listing the applicable effects and the final attack/damage/hp values) Option for average damage. If you don't want to roll 8d6 points of damage, take the average. Or build the average of a part of the dice rolled and roll the remaining part. [/QUOTE]
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