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High level 3.5 - tricks for keeping the numbers game quick and easy?
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<blockquote data-quote="Taren Seeker" data-source="post: 2143024" data-attributes="member: 615"><p>I play a lot of higher level D&D, usually around character levels 16-18. Really all that is needed is for every player to have a scratch pad to keep track of effects as they change. If a bard song goes up, make the change. If you don't and miss the bonus sometimes, tough patooties. Also keep a running list of active spell effects upon yourself and the caster level in case you get dispelled. When power attacking or CEing, make the decision on how much you are using, jot down your total AB and damage then start rolling. Don't sit there and agonize over whether you should PA for 2 or 3. As a fighter type I usually PA for 2, 4 or full. Often I will PA enough to even out my bonuses to keep the math simple <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Also when I get situatioal bonuses like flanking or higher ground, I just drop the extra into PA, again reducing the amount of writing I have to do. </p><p></p><p>For excessive buffing have the spellcaster(s) keep track of his durations and call out when they expire. Again, scratch pads are key. Quite frankly, durations ending during combat are rarely an issue, especially when you get to 10+ level.</p><p></p><p>Also for excessive buffing, groups that play together a lot will probably have a pretty standard set of buffs. Casters really only need to say "buffing" then write some stuff down, and tell specific playes what they are casting on them. If they are doing something unusual then tell the DM specifically what you are casting.</p><p></p><p>Finally, as a DM you are not going to be able to micromanage every bonus or change. Trust your players.</p></blockquote><p></p>
[QUOTE="Taren Seeker, post: 2143024, member: 615"] I play a lot of higher level D&D, usually around character levels 16-18. Really all that is needed is for every player to have a scratch pad to keep track of effects as they change. If a bard song goes up, make the change. If you don't and miss the bonus sometimes, tough patooties. Also keep a running list of active spell effects upon yourself and the caster level in case you get dispelled. When power attacking or CEing, make the decision on how much you are using, jot down your total AB and damage then start rolling. Don't sit there and agonize over whether you should PA for 2 or 3. As a fighter type I usually PA for 2, 4 or full. Often I will PA enough to even out my bonuses to keep the math simple ;) Also when I get situatioal bonuses like flanking or higher ground, I just drop the extra into PA, again reducing the amount of writing I have to do. For excessive buffing have the spellcaster(s) keep track of his durations and call out when they expire. Again, scratch pads are key. Quite frankly, durations ending during combat are rarely an issue, especially when you get to 10+ level. Also for excessive buffing, groups that play together a lot will probably have a pretty standard set of buffs. Casters really only need to say "buffing" then write some stuff down, and tell specific playes what they are casting on them. If they are doing something unusual then tell the DM specifically what you are casting. Finally, as a DM you are not going to be able to micromanage every bonus or change. Trust your players. [/QUOTE]
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