Getting rid of AoO-Good Idea?

I love AoOs. And usually, I find they do not change the length of combat at all. A hit is a hit is a hit. It doesn't matter if it happens on someone's turn or on someone else's turn.

Once the group gets used to AoOs, they will handle them just as quickly as "I swing my axe at the orc."
 

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beldar1215 said:
Thanks again to everyone for all the great viewpoints. We have been playing for awhile and it wasn't so much that the kids couldn't figure it out. I was just trying to come up with ways to speed things up and not bog them down to much. I have a pretty large group (sometimes as many as 9) and sometimes it's hard to keep the focus. I have had many people say that I could speed things up by not having such a large group or spliting the group. These really are not options because I'm only able to run twice a month. I guess I'll have to think about the AoO question more based on all the repiles. So here's another question. What are some ways you can think of to help keep the focus of a big group of young people?

Beldar

That's really changing the topic, worthy of a nother thread.

Generally, I find having a battlemat out, with figures on it (or tokens if you're cheap) works best. it lets them see what's going on, when it isn't their turn, so they effectively have something to watch. Much like some folks complain about AoOs, some folks think the battlemat slows it down. However, it DOES give the players something to look at, it DOES convey information to the player about the situation while it isn't their turn.

Fact is, there's been folks who say combat takes too long, and there's folks who say they're combats go by quick. I'd listen to the folks who say combat goes quick, and see how they do it. Here's my methods:

1. Battlemat. Shows you what's up so I don't have to explain it
2. Be ready to act on you turn. If you can't make up your mind in X seconds, NEXT!
3. Act with sense of urgency. If you sound urgent, the players will act quickly.
4. Fill dead space. If the PCs are dickering in a room about treasure, make something happen

Janx
 

Yeah, when I was learning, we didn't use them. We still have a former 1e and 2e player who doesn't like them (refers to them as owies because he claims they cause headaches). So we use them when we feel like it (some campaigns we don't, some we do). Haven't seen that much of an enjoyment or combat speed difference between the two (and it puts an end to spiked chain cheeziness).

I like Janx's suggestion #4... might have a game this afternoon, will have to use that one... hehe.
 

Some thoughts on speeding/simplifying play:

Round Display: an old, non-functional wall clock works well. Remove the clear cover and simply turn the minute hand from number to number as the rounds progress. Everyone can see what round it is. You can turn the second hand to point to an upcoming event as a reminder (e.g., if the circle of protection will run out on round 5, point the second hand to 5), or for multiple events, Post-its stuck around the circumference of the clock provide handy labels. The hour hand can be removed or ignored.

Have a "talking stick" turn indicator - I use a little plastic replica of the famous "Thinker" statue. When you are done with your turn, hand it to the next person in the initiative order. If there's an out-of-game distraction (e.g., the pizza arrives), when you get back to the table you can see whose turn it was.

Take 10 on initiative - PCs always have an initiative of 10+ their init mod, but you roll as normal for the monsters so there's still randomness about "Do I get to act before the monsters do?". It's easier for the kids to remember "I go after Fred, then Charlie goes after me", and you can seat them around the table in order of initiative, so they take their actions in turn from left to right (from your view).

Sorcerors and Favored Souls often work better than wizards and clerics for newbie players because the player doesn't have to track "How many magic missiles did I memorize?", they only have to track how many spells of each level they have remaining. In any case, make a little "spellbook" for each caster (Xeroxing from the PH or cut-and-paste from the SRD) that contains ONLY the spells they know - much faster to look things up in than flipping through the PH, and it avoids fights over limited copies (or the need to buy many copies).

Alternatively, "spell cards" can work well for wizards/clerics, each card having the name of a memorized spell and the necessary text. The player gets one card for each memorized spell (i.e., if they've memorized three Magic Missiles, they get three Magic Missile cards), and hands it over to the DM when they cast that spell. The DM can lay out ongoing spells on the table, with an attached Post-it indicating what round it ends, as a reminder of what buffs, etc. are active.
 

I write each character name on an index card and one says "Enemies". When people roll their initiatives, I write the initiative number at the top left corner.

I then order the cards from highest to lowest and call out the first one on top. That person goes. And when they are done, I move it to the back. At the bottom of the starting pile is a single card named "END OF ROUND".

If a player delays or readies, I flip their card upright (so then I am holding a sort of L-shaped deck.) If they take their delay or ready I then move their spot accordingly.

Anyone disabled for any reason gets flipped vertically upside down to remind me (like if they are paralyzed).

And the "Enemies" card has the left edge exposed with current HP written on the left edge. As they take damage I can easily erase and remark the new HP.
 

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