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<blockquote data-quote="Skyscraper" data-source="post: 7749082" data-attributes="member: 48518"><p>Here are a few of those that were not named by the OP that we use:</p><p></p><p><strong>1) Cards for initiative</strong>: we use Tarot cards with cool artwork but any card will do. Each character (PC, NPC, villain) or group of characters (red shirts, minions) is represented by one card. PCs keep the same card each game, so they recognize their card. We draw them at the start of battle to determine initiative order, and then it's easy to refer to the order during the entire round. No Dex bonus to initiative, with this rule, but Alter Feat gets an extra card in the deck, acts at the first one that comes up and ignores the second. (This idea was posted here by someone else, and after a year of testing, we love it.)</p><p></p><p><strong>2) rules summary sheet</strong>. For quick reference to useful rules, including conditions.</p><p></p><p><strong>3) spell summary printouts</strong>. Useful mostly for the DM that needs to refer to spells on the spur of the moment and read what a spell does in 1-2 lines.</p><p></p><p><strong>4) painted D&D miniatures and poster maps.</strong> I'm a fan <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Though, for me, it's a question of when to take out the miniatures, and the map. Some battles require one, some both, some none.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 7749082, member: 48518"] Here are a few of those that were not named by the OP that we use: [B]1) Cards for initiative[/B]: we use Tarot cards with cool artwork but any card will do. Each character (PC, NPC, villain) or group of characters (red shirts, minions) is represented by one card. PCs keep the same card each game, so they recognize their card. We draw them at the start of battle to determine initiative order, and then it's easy to refer to the order during the entire round. No Dex bonus to initiative, with this rule, but Alter Feat gets an extra card in the deck, acts at the first one that comes up and ignores the second. (This idea was posted here by someone else, and after a year of testing, we love it.) [B]2) rules summary sheet[/B]. For quick reference to useful rules, including conditions. [B]3) spell summary printouts[/B]. Useful mostly for the DM that needs to refer to spells on the spur of the moment and read what a spell does in 1-2 lines. [B]4) painted D&D miniatures and poster maps.[/B] I'm a fan :) Though, for me, it's a question of when to take out the miniatures, and the map. Some battles require one, some both, some none. [/QUOTE]
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