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How do you DM High level and stay sane?! (Piratecat help!)
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<blockquote data-quote="ruleslawyer" data-source="post: 2955891" data-attributes="member: 1757"><p>IMX, the things to do are... well, what everyone else said.</p><p></p><p>1) Round-by-round tactics: In most cases, you will already have these scripted out for you if you're using a module. If not, write out your own list; I'd go with 5 rounds rather than 10 (it's less work, and by the time you're on round 6 of combat, you'll either be at the rinse-repeat stage or you'll have to get REALLY inventive). Don't worry too much if your players adapt to the preset tactics; your NPCs don't always have to do the brilliant thing in combat.</p><p></p><p>2) Make your own NPCs. My suggestion is as follows: Stat up a few standard archetypes (the Barbarian Juggernaut, the Dreaded Sorcerer, the Silent Assassin, etc.) and get to know them well. Move the stats around (perhaps using the new stat block format, or something similar that allows you to break out things in the right order for an encounter). Then, when your PCs are facing something resembling said prefab NPC, just use the stats for that NPC in place of what's in the module. You'll already be familiar with all of its buffs, tactics, etc., so you should be able to run an effective combat without having to learn new strategies and mechanics.</p><p></p><p>3) Passive vs. active effects: VERY important. In my last campaign (high-epic level), I basically never wrote up spell lists for casters. Rather, I figured out what all the possible buffs were for an x-level spellcaster and just assumed they were in effect. The same goes for stuff like rage; as ForceUser said, there should never be a high-level barbarian who isn't raging immediately upon the start of combat. Don't try to work in all the buffs one at a time; just assume they're up at the beginning of combat (unless they have a duration measured in rounds, in which case they should be up anyway if the opponents have prep time) and then figure out what happens if they go away. IOW, work backward rather than forward.</p><p></p><p>As for active effects: You really only need the top two levels of spells for any spellcaster, and the order in which they use them should be self-evident. Don't bother writing out the rest of their prepared or known spells; it's usually not worth it. </p><p></p><p>Honestly, the new stat block provides some excellent guidelines on packaging written NPC descriptions for best effect in combat. Grouping senses, communication, protection, resistance to damage, attacks and attack options, and spells at the top is an effective way to go. In all likelihood, you'll never need to look at the bottom of the stat block.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2955891, member: 1757"] IMX, the things to do are... well, what everyone else said. 1) Round-by-round tactics: In most cases, you will already have these scripted out for you if you're using a module. If not, write out your own list; I'd go with 5 rounds rather than 10 (it's less work, and by the time you're on round 6 of combat, you'll either be at the rinse-repeat stage or you'll have to get REALLY inventive). Don't worry too much if your players adapt to the preset tactics; your NPCs don't always have to do the brilliant thing in combat. 2) Make your own NPCs. My suggestion is as follows: Stat up a few standard archetypes (the Barbarian Juggernaut, the Dreaded Sorcerer, the Silent Assassin, etc.) and get to know them well. Move the stats around (perhaps using the new stat block format, or something similar that allows you to break out things in the right order for an encounter). Then, when your PCs are facing something resembling said prefab NPC, just use the stats for that NPC in place of what's in the module. You'll already be familiar with all of its buffs, tactics, etc., so you should be able to run an effective combat without having to learn new strategies and mechanics. 3) Passive vs. active effects: VERY important. In my last campaign (high-epic level), I basically never wrote up spell lists for casters. Rather, I figured out what all the possible buffs were for an x-level spellcaster and just assumed they were in effect. The same goes for stuff like rage; as ForceUser said, there should never be a high-level barbarian who isn't raging immediately upon the start of combat. Don't try to work in all the buffs one at a time; just assume they're up at the beginning of combat (unless they have a duration measured in rounds, in which case they should be up anyway if the opponents have prep time) and then figure out what happens if they go away. IOW, work backward rather than forward. As for active effects: You really only need the top two levels of spells for any spellcaster, and the order in which they use them should be self-evident. Don't bother writing out the rest of their prepared or known spells; it's usually not worth it. Honestly, the new stat block provides some excellent guidelines on packaging written NPC descriptions for best effect in combat. Grouping senses, communication, protection, resistance to damage, attacks and attack options, and spells at the top is an effective way to go. In all likelihood, you'll never need to look at the bottom of the stat block. [/QUOTE]
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