Celebrim
Legend
Sounds like a good approach. I put small stat blocks (many can be cut and paste from downloads available on the net) into my adventures (word processors are great!) that serve much the same purpose.
I like to have a list of the PC's spot/search/listen/sense motive skill bonuses, and there saving throw bonuses and there normal attack bonuses with commonly used weapons on a legal pad close at hand. This saves alot of book keeping/math time, and also tends the keep the P's focused on what they are doing and not on thier character sheet, as well as helping me avoid giving out metagame information. For example, I can roll listen checks for a party, and if they fail they don't know that there is something that they should have heard because they know they failed a listen check (OotS like).
Another a approach Ive seen but not yet implemented is a stack of 'enhancement' cards for commonly used party buffs to keep track of who has what buff and reduce the math required to keep everything straight, to say nothing of PC's 'finding' a buff and then wanting to retcon past consequences (again OotS like).
I like to have a list of the PC's spot/search/listen/sense motive skill bonuses, and there saving throw bonuses and there normal attack bonuses with commonly used weapons on a legal pad close at hand. This saves alot of book keeping/math time, and also tends the keep the P's focused on what they are doing and not on thier character sheet, as well as helping me avoid giving out metagame information. For example, I can roll listen checks for a party, and if they fail they don't know that there is something that they should have heard because they know they failed a listen check (OotS like).
Another a approach Ive seen but not yet implemented is a stack of 'enhancement' cards for commonly used party buffs to keep track of who has what buff and reduce the math required to keep everything straight, to say nothing of PC's 'finding' a buff and then wanting to retcon past consequences (again OotS like).