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<blockquote data-quote="Iron Sky" data-source="post: 4431564" data-attributes="member: 60965"><p>Power cards are a must.</p><p> </p><p>For HP, healing surges, and action points our group does the following:</p><p> </p><p>We have four colors of glass beads: white, blue, red, dark blue. At the start of the session, each player grabs:</p><p> </p><p>Red beads equal to their bloodied total.</p><p>Blue beads equal to their total hp - bloodied.</p><p>One white bead for their action point.</p><p>Spare white beads and dark blues(for temp hp) go in a communal pile where anyone can grab them if they need them.</p><p>A d8, d10, or d12 to track healing surges, depending on each player's max.</p><p> </p><p>When players take damage, they remove dark blue first, then blue. When they are out of blue, they are bloodied. Remembering if you have an action point/action points is easy since they are right there with your hp. The dice that tracks how many healing surges goes right in the middle of where your hp are stacked/spread on the table so you know not to grab it. When a player uses up a healing surge, they just grab the dice, reduce it to the next lower number, and put it back in with their hp.</p><p> </p><p>The biggest things our group forgets is cursing and quarrying for the warlock and ranger(often remembering it right after the attack roll when it's too late to do it), and remembering exactly what status effects everyone has during those big fights when everyone unloads on their status-effect-heavy dailies against monsters with their own status effects.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4431564, member: 60965"] Power cards are a must. For HP, healing surges, and action points our group does the following: We have four colors of glass beads: white, blue, red, dark blue. At the start of the session, each player grabs: Red beads equal to their bloodied total. Blue beads equal to their total hp - bloodied. One white bead for their action point. Spare white beads and dark blues(for temp hp) go in a communal pile where anyone can grab them if they need them. A d8, d10, or d12 to track healing surges, depending on each player's max. When players take damage, they remove dark blue first, then blue. When they are out of blue, they are bloodied. Remembering if you have an action point/action points is easy since they are right there with your hp. The dice that tracks how many healing surges goes right in the middle of where your hp are stacked/spread on the table so you know not to grab it. When a player uses up a healing surge, they just grab the dice, reduce it to the next lower number, and put it back in with their hp. The biggest things our group forgets is cursing and quarrying for the warlock and ranger(often remembering it right after the attack roll when it's too late to do it), and remembering exactly what status effects everyone has during those big fights when everyone unloads on their status-effect-heavy dailies against monsters with their own status effects. [/QUOTE]
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