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High level 3.5 - tricks for keeping the numbers game quick and easy?
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<blockquote data-quote="iwatt" data-source="post: 2140726" data-attributes="member: 11085"><p>I think the poster was mentioning two different problems:</p><p></p><p>1) Pre buffing for encounters takes a lot of time. Not because adding numbers is hard, but because ther are a lot of options, and the non-stacking of modifiers leads to as lot of double-checking. Also, some people aren't as confortable as others with a lot of math. Personally, like you, I tend to insist that everybody has a clear idea of what a spell does so that they can do this faster. Also, for PCs with standard buffing profiles (i.e Div Fav/Div Pow/Right Might war clerics) I tend to have pregenerated stat blocks including the spell effects. 3.5 heped in this sense by making a lot of the buff spells have fixed values instead of random (animal buff, Divine power, etc..).</p><p></p><p>2) Different durations of spells. This is a hard one. The higher the party level, the less of a problem usually since round/level is usually long enough for higher level play were battles usually last less than 10 rounds. But sometime the rounsd drag on. One sytem is to list the order they were cast ona separate piece of paper. Then list the spell and the current duration, and substract one each round. for example a 7th level War cleric who casted 4 spells and is into the third round of combat:</p><p></p><p>Bull's strength: 70..69...68..67..66..65..64</p><p>Endurance: 70..69..68..67..66..65</p><p>Divine Favor: 10..9..8..7..6</p><p>Divine Power: 7..6..5..4</p><p></p><p>It takes bookkeeping. There's no avoiding it. The best advice is to be methodical.</p></blockquote><p></p>
[QUOTE="iwatt, post: 2140726, member: 11085"] I think the poster was mentioning two different problems: 1) Pre buffing for encounters takes a lot of time. Not because adding numbers is hard, but because ther are a lot of options, and the non-stacking of modifiers leads to as lot of double-checking. Also, some people aren't as confortable as others with a lot of math. Personally, like you, I tend to insist that everybody has a clear idea of what a spell does so that they can do this faster. Also, for PCs with standard buffing profiles (i.e Div Fav/Div Pow/Right Might war clerics) I tend to have pregenerated stat blocks including the spell effects. 3.5 heped in this sense by making a lot of the buff spells have fixed values instead of random (animal buff, Divine power, etc..). 2) Different durations of spells. This is a hard one. The higher the party level, the less of a problem usually since round/level is usually long enough for higher level play were battles usually last less than 10 rounds. But sometime the rounsd drag on. One sytem is to list the order they were cast ona separate piece of paper. Then list the spell and the current duration, and substract one each round. for example a 7th level War cleric who casted 4 spells and is into the third round of combat: Bull's strength: 70..69...68..67..66..65..64 Endurance: 70..69..68..67..66..65 Divine Favor: 10..9..8..7..6 Divine Power: 7..6..5..4 It takes bookkeeping. There's no avoiding it. The best advice is to be methodical. [/QUOTE]
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