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<blockquote data-quote="Libramarian" data-source="post: 6114213" data-attributes="member: 6688858"><p>I used to do all of this with pencil and paper but it was getting out of control, so I have been substituting board game-like methods for different things.</p><p></p><p>My favorite method that I've come up with is to have players trade encumbrance chips for treasure chips--this replaces two accounting tasks with one transaction. (the players have enough encumbrance chips to get to their next applicable encumbrance category, so when they run out they move to the next category and then get more chips). At the end of the adventure players trade in their chips for XP and transfer the treasure to their permanent character sheet.</p><p></p><p>PC HP is tracked with playing cards, face cards representing fives and number cards representing ones (this is kind of a stopgap until I get some more poker chips or tokens)</p><p></p><p>I track monster HP by rolling it on the spot and counting it off by turning over/taking away the dice. Sometimes I use the dice as miniatures.</p><p></p><p>Players get a spell card for each spell. I copy and paste the info from Kellri's Spells Reference pdf and print it onto an index card. Players choose the spells they want to memorize for the adventure and put the rest of their cards aside. As they cast spells they turn over cards. (I use a variant spellcasting system similar to D&DNext, so YMMV here--I allow players to "free cast" within their memorized spells, so there's no need to memorize multiple copies of the same spell)</p><p></p><p>Magic items are on half an index card. If the players do not immediately identify it I write a code derived from its position on the DMG treasure tables and replace that with the full info later. After it's been accounted for XP I place a checkmark in the corner.</p><p></p><p>Then I have a graph paper timetracking sheet, where I check off squares to represent days/turns/rounds as necessary.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6114213, member: 6688858"] I used to do all of this with pencil and paper but it was getting out of control, so I have been substituting board game-like methods for different things. My favorite method that I've come up with is to have players trade encumbrance chips for treasure chips--this replaces two accounting tasks with one transaction. (the players have enough encumbrance chips to get to their next applicable encumbrance category, so when they run out they move to the next category and then get more chips). At the end of the adventure players trade in their chips for XP and transfer the treasure to their permanent character sheet. PC HP is tracked with playing cards, face cards representing fives and number cards representing ones (this is kind of a stopgap until I get some more poker chips or tokens) I track monster HP by rolling it on the spot and counting it off by turning over/taking away the dice. Sometimes I use the dice as miniatures. Players get a spell card for each spell. I copy and paste the info from Kellri's Spells Reference pdf and print it onto an index card. Players choose the spells they want to memorize for the adventure and put the rest of their cards aside. As they cast spells they turn over cards. (I use a variant spellcasting system similar to D&DNext, so YMMV here--I allow players to "free cast" within their memorized spells, so there's no need to memorize multiple copies of the same spell) Magic items are on half an index card. If the players do not immediately identify it I write a code derived from its position on the DMG treasure tables and replace that with the full info later. After it's been accounted for XP I place a checkmark in the corner. Then I have a graph paper timetracking sheet, where I check off squares to represent days/turns/rounds as necessary. [/QUOTE]
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