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How Do You Get Over All Of The Number Crunching?
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<blockquote data-quote="Darrin Drader" data-source="post: 860965" data-attributes="member: 7394"><p>First of all, notecards are your friend, as has been pointed out already. If every player jots down their feats, along with any applicable rulings on a note card, it is referenced easily during play and leads to less page flipping during the game.</p><p></p><p>Second, the item creation rules are great if you have a lot of time to spend. Personally I don't worry about getting the exact price on things according to the letter of the rules. A large number of prices in the DMG and other "official" sources are wrong anyway. Just wing it. Guesstimeate the numbers and make sure that the prices you arrive at are close to comparable items. It saves a lot of time and really doesn't detract from the game at all. I would argue that the rules for determining prices are geared more towards professional designers anyway.</p><p></p><p>Third, don't allow every prestige class. In fact, you should keep the core classes, and then decide which PRC's to allow in your campaign as opposed to deciding which ones not to allow in your campaign. There are so many classes with funky class abilities that if every player took a PRC, you could spend the entire game session just figuring out abilities for a single combat.</p><p></p><p>Fourth, get very familliar with the table 8-1, P. 177 in the DMG. If you know that page, your stacking problems will be over.</p><p></p><p>And finally, don't get hung up on attacks of opportunity. They seem a lot more complicated than they really need to be. Basically if you leave a threatenned square or pass through a threatenned square, then you provoke an attack of opportunity.</p><p></p><p>Keep it simple and the game will flow much more easily for you.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 860965, member: 7394"] First of all, notecards are your friend, as has been pointed out already. If every player jots down their feats, along with any applicable rulings on a note card, it is referenced easily during play and leads to less page flipping during the game. Second, the item creation rules are great if you have a lot of time to spend. Personally I don't worry about getting the exact price on things according to the letter of the rules. A large number of prices in the DMG and other "official" sources are wrong anyway. Just wing it. Guesstimeate the numbers and make sure that the prices you arrive at are close to comparable items. It saves a lot of time and really doesn't detract from the game at all. I would argue that the rules for determining prices are geared more towards professional designers anyway. Third, don't allow every prestige class. In fact, you should keep the core classes, and then decide which PRC's to allow in your campaign as opposed to deciding which ones not to allow in your campaign. There are so many classes with funky class abilities that if every player took a PRC, you could spend the entire game session just figuring out abilities for a single combat. Fourth, get very familliar with the table 8-1, P. 177 in the DMG. If you know that page, your stacking problems will be over. And finally, don't get hung up on attacks of opportunity. They seem a lot more complicated than they really need to be. Basically if you leave a threatenned square or pass through a threatenned square, then you provoke an attack of opportunity. Keep it simple and the game will flow much more easily for you. [/QUOTE]
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