JohnnFour
Explorer
Some other possibilities for initiative cards:
* You have a card for each player and monster. When a player Delays, give them their card and let them hand it back to you when they're ready to jump in again. Saves you having to track this yourself.
* Create fast NPC and monster cards by printing stat blocks (i.e. from a Jamis generator) or SRD info out on them.
* Note buffs and other temporary modifiers on cards to help you remember.
* [From the Game Mechanics set
Use a beginning-of-the-round card. When this card comes up after cycling through your cards in initiative order, you know a new round is starting. Write tick marks on the card to track time quickly and easily.
* [From the Game Mechanics set
Tap a card sideways to denote a readied action. Write the trigger on the card for fast reference (I tend to forget what the players announce as their triggers during combat).
* You have a card for each player and monster. When a player Delays, give them their card and let them hand it back to you when they're ready to jump in again. Saves you having to track this yourself.
* Create fast NPC and monster cards by printing stat blocks (i.e. from a Jamis generator) or SRD info out on them.
* Note buffs and other temporary modifiers on cards to help you remember.
* [From the Game Mechanics set
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
* [From the Game Mechanics set
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)