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General Tabletop Discussion
*Dungeons & Dragons
Looking for advice on combat DnD 5e as a DM
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<blockquote data-quote="mellored" data-source="post: 6911388" data-attributes="member: 6801209"><p>Make a quick note card for each character (name, hit points, spells, recharges, etc..). When you roll initiative, put them in a stack with the first in the front, and when they take their turn, put it in the back of the stack.</p><p>Use 3 different colored paper clips to mark effects. One for the start of the turn, one for the end of the turn, and one for concentration. Remove when the effect is over. Make yourself a little chart to make sure you don't get confused.</p><p>When the creature dies, take the note card out of the stack. Possibly write loot on them as well and give them to players as a reward.</p><p></p><p>You can use a whiteboard and magnets to similar effect. It can be a bit nicer since players can also see the initiative order, but you can't prepare it as easily.</p><p></p><p>Attack! Just run headlong into the party. Let most of them be stupid, you always have more monsters. Possibly reduce the XP award a bit to make up for the low tactical decisions.</p><p></p><p>If you think a monster should act a certain way, write it down on the card. i.e. "charges tom at any opportunity" or "runs away if half his allies dies". Which you can do before hand. Possibly make a table and roll on it.</p><p></p><p>Let the players roll an AC 'saving throw' and their own roll their own damage. They can add while you move on.</p><p></p><p>Players can also look up spells or other things. Particularly those who are waiting for their turn. i.e. while joe looks that up, sue takes her turn.</p><p></p><p>Write them on the notecard. Cross them off as you use them.</p></blockquote><p></p>
[QUOTE="mellored, post: 6911388, member: 6801209"] Make a quick note card for each character (name, hit points, spells, recharges, etc..). When you roll initiative, put them in a stack with the first in the front, and when they take their turn, put it in the back of the stack. Use 3 different colored paper clips to mark effects. One for the start of the turn, one for the end of the turn, and one for concentration. Remove when the effect is over. Make yourself a little chart to make sure you don't get confused. When the creature dies, take the note card out of the stack. Possibly write loot on them as well and give them to players as a reward. You can use a whiteboard and magnets to similar effect. It can be a bit nicer since players can also see the initiative order, but you can't prepare it as easily. Attack! Just run headlong into the party. Let most of them be stupid, you always have more monsters. Possibly reduce the XP award a bit to make up for the low tactical decisions. If you think a monster should act a certain way, write it down on the card. i.e. "charges tom at any opportunity" or "runs away if half his allies dies". Which you can do before hand. Possibly make a table and roll on it. Let the players roll an AC 'saving throw' and their own roll their own damage. They can add while you move on. Players can also look up spells or other things. Particularly those who are waiting for their turn. i.e. while joe looks that up, sue takes her turn. Write them on the notecard. Cross them off as you use them. [/QUOTE]
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