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I need some advice....
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<blockquote data-quote="Olaf the Stout" data-source="post: 3138960" data-attributes="member: 13703"><p>I fail to see how changing initiative to 1d10 + Dex Modifier would speed up combat at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>My suggestions are to use index cards, one for each PC, NPC and monster in the combat plus an end of round card to help you track spell and effects durations. Get everyone to roll initiave and then put the cards in initiative order. Then just cycle through the cards.</p><p></p><p>The blank initiative cards available from The Game Mechanics website are what I use. Can't get better than free! They also have ones with all the 3.5 SRD monsters pre-written on them available for purchase if you want. I did as I find them useful.</p><p></p><p>The other thing I suggest you do is give everyone a certain time limit to come up with their action for the turn otherwise they are considered to be delaying. Do this a couple of times and you'll find players are much quicker to decide what they want to do! <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=";)" /> </p><p></p><p>I also have a rule in my game that if you are casting a spell or doing a complex action you need to know how it works and be able to show me the refererence in the book if I want to see it. If you don't by the time your turn has come around then pick something else or once again you will be counted as delaying. There is nothing worse than the game being held up for 5 minutes because one player wants to cast a particular spell but hasn't actually bothered to find out how it works.</p><p></p><p>Olaf the Stout</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 3138960, member: 13703"] I fail to see how changing initiative to 1d10 + Dex Modifier would speed up combat at all. :confused: My suggestions are to use index cards, one for each PC, NPC and monster in the combat plus an end of round card to help you track spell and effects durations. Get everyone to roll initiave and then put the cards in initiative order. Then just cycle through the cards. The blank initiative cards available from The Game Mechanics website are what I use. Can't get better than free! They also have ones with all the 3.5 SRD monsters pre-written on them available for purchase if you want. I did as I find them useful. The other thing I suggest you do is give everyone a certain time limit to come up with their action for the turn otherwise they are considered to be delaying. Do this a couple of times and you'll find players are much quicker to decide what they want to do! ;) I also have a rule in my game that if you are casting a spell or doing a complex action you need to know how it works and be able to show me the refererence in the book if I want to see it. If you don't by the time your turn has come around then pick something else or once again you will be counted as delaying. There is nothing worse than the game being held up for 5 minutes because one player wants to cast a particular spell but hasn't actually bothered to find out how it works. Olaf the Stout [/QUOTE]
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