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D&D @ High Levels = No Problem?
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<blockquote data-quote="kensanata" data-source="post: 4224806" data-attributes="member: 47845"><p>I usually copy the important stats to a piece of paper: HP, DR, FH (fast healing), AC, touch, Fort, Ref, Will, SR, Trip roll (because one of the PCs is a tripper), Atk and Dam. Assume that all buffs have been cast and only use the buffed stats, pick two or three spells and write down a short version. Chain Lightning turns into "DC 20 half, 30ft from each other, 15d6, half for others" and I'll have a few 15d6 with half and quarter values written down before the session begins. Earthquake turns into "8d6 budg. Ref DC 15 half, all are pinned and take 1d6/rd".</p><p></p><p>I stopped designing NPCs. I take published ones. These days, I'd no longer pull out NPC Generator 2. Instead, I'd invent out of thin air by picking numbers as appear to be appropriate. "120 HP, bow +17/+17/+17/+12 (1d8+6)" -- a mighty enemy archer. That's it.</p><p></p><p>What helps is getting impatient openly at the table. Complain about spell casters taking too long to pick spells, "whaaat we had all this time and you still haven't picked spells? Maaaaan... Prepare a standard list or two at home!" Or other people that want to figure out the optimal move: "Hey, come on, you don't have enough time. Just do it! Come on, do it now. 6! 5! 4! There we go... Thanks." Or people offering advice until the undecided player is utterly confused: "Hey, stop talking! You get to do whatever you want to do. Don't listen to them. Do what you think is right. There. Thanks. Very cool." I find that this kind of audio feedback also helps to instill a sense of urgency. Also be quick to offer delays. "Not sure? Delay! Wait for X, makes sense, doesn't it?"</p></blockquote><p></p>
[QUOTE="kensanata, post: 4224806, member: 47845"] I usually copy the important stats to a piece of paper: HP, DR, FH (fast healing), AC, touch, Fort, Ref, Will, SR, Trip roll (because one of the PCs is a tripper), Atk and Dam. Assume that all buffs have been cast and only use the buffed stats, pick two or three spells and write down a short version. Chain Lightning turns into "DC 20 half, 30ft from each other, 15d6, half for others" and I'll have a few 15d6 with half and quarter values written down before the session begins. Earthquake turns into "8d6 budg. Ref DC 15 half, all are pinned and take 1d6/rd". I stopped designing NPCs. I take published ones. These days, I'd no longer pull out NPC Generator 2. Instead, I'd invent out of thin air by picking numbers as appear to be appropriate. "120 HP, bow +17/+17/+17/+12 (1d8+6)" -- a mighty enemy archer. That's it. What helps is getting impatient openly at the table. Complain about spell casters taking too long to pick spells, "whaaat we had all this time and you still haven't picked spells? Maaaaan... Prepare a standard list or two at home!" Or other people that want to figure out the optimal move: "Hey, come on, you don't have enough time. Just do it! Come on, do it now. 6! 5! 4! There we go... Thanks." Or people offering advice until the undecided player is utterly confused: "Hey, stop talking! You get to do whatever you want to do. Don't listen to them. Do what you think is right. There. Thanks. Very cool." I find that this kind of audio feedback also helps to instill a sense of urgency. Also be quick to offer delays. "Not sure? Delay! Wait for X, makes sense, doesn't it?" [/QUOTE]
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