Magus Coeruleus
Explorer
Things we do...
...include:
1) Roll attack and damage together
2) "6-second rule" If a player seems to be taking too long to decide on an action, I then count to 6, and if they don't choose by then, they're delaying their action. Note that I don't give them only 6 seconds from the start; rather I start the 6 seconds if it seems clear to me that they're bumbling about what to do.
3) Index cards! I used to use a whiteboard matrix and it took too long updating it. Now, I have index cards with combat relevant stats for the PCs, and I make ones for the monsters, too. At the beginning of combat, when initiative is rolled, I write the init number at the upper right of each card. Sometimes, I'll even roll for the bad guys ahead of time so I don't even have to roll for them. Anyway, I then sort the cards by initiative order, and flip through them as the combat progresses. When someone gets attacked, since I have two hands I can easily slip the target's card partway out of the stack to look at info. If I need to take it out, I know where to put it back anyway because the number is on the card. If init changes, I just cross the old number and write the new one. I don't waste time erasing during combat. I clean up the card in that manner later. Characters who are readying, delaying, etc. are taken out of the stack and put aside until they have reason to come back in. I keep spare cards on hand in case I need a new initiative number. For instance, I may roll one initiative for all 3 constrictor snakes, but if one readies and action that later changes its init, I just add a blank card with the new init and just the creature name. If I need its stats, I look at the original card, but I use the name and number one to track separate init. It's amazing how fast rounds can go flipping through cards in this manner.
...include:
1) Roll attack and damage together
2) "6-second rule" If a player seems to be taking too long to decide on an action, I then count to 6, and if they don't choose by then, they're delaying their action. Note that I don't give them only 6 seconds from the start; rather I start the 6 seconds if it seems clear to me that they're bumbling about what to do.
3) Index cards! I used to use a whiteboard matrix and it took too long updating it. Now, I have index cards with combat relevant stats for the PCs, and I make ones for the monsters, too. At the beginning of combat, when initiative is rolled, I write the init number at the upper right of each card. Sometimes, I'll even roll for the bad guys ahead of time so I don't even have to roll for them. Anyway, I then sort the cards by initiative order, and flip through them as the combat progresses. When someone gets attacked, since I have two hands I can easily slip the target's card partway out of the stack to look at info. If I need to take it out, I know where to put it back anyway because the number is on the card. If init changes, I just cross the old number and write the new one. I don't waste time erasing during combat. I clean up the card in that manner later. Characters who are readying, delaying, etc. are taken out of the stack and put aside until they have reason to come back in. I keep spare cards on hand in case I need a new initiative number. For instance, I may roll one initiative for all 3 constrictor snakes, but if one readies and action that later changes its init, I just add a blank card with the new init and just the creature name. If I need its stats, I look at the original card, but I use the name and number one to track separate init. It's amazing how fast rounds can go flipping through cards in this manner.