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Making my own DM/GM/Referee screen
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<blockquote data-quote="MNblockhead" data-source="post: 7563867" data-attributes="member: 6796661"><p>Here are my initial thoughts based on my 5 years DMing 5e and having tried and created many different DM screens. </p><p></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">NPC reactions</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">This is something I can more easily make up on the fly. I leave this to my role-playing. Even if I wanted to leave this to the dice, I can't see having a table that is both rich in detail and readable for something like NPC reactions, even if it took up the entire screen. Which is also why I don't like having name generation tables on my DM screen. These are quick references best put in the three-ring binder with tab. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Emotion matrix</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Not sure what this is or why I would need a table for it. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Weapons with damage/range</span></li> <li data-xf-list-type="ul">Armor with AC</li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">This was helpful when I was a new DM. No I don't want this taking up space on my DM screen. Not because I have it memorized, but I expect that PCs will know their weapons and damage and range are included in the monster and npc stat blocks. In the rare instances when I actually have to look this up, I have DnD Beyond on my phone, which makes looking it up only a bit less convenient than having it on the DM screen. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Movement speed conversions (exploration, overland, etc.)</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">YES! While I try to have the distances and times of likely travel scenarios planned out, I'm frequently put in situations where the players make decisions that require me to quickly figure out travel times. This is especially important in my current campaign due to the size of the world and strict resource tracking and downtime minigames that are a part of it. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Light sources with length/range</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Yes. Helpful. Though I'm not great about enforcing these strictly. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Terrains modifiers</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Yes. Especially if running a hex crawl or a game with lots of overland travel. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">XP per HD for monsters</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">No. I will either already have the XP in the monster stat, or I will calculate XP outside the game. I have no interest in calculating XP on the fly. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Hazards (fire, falling, drowning, etc.)</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Yes. This is stuff that is not encountered so frequently that I can recall all the rules from memory. But it comes up every couple of sessions. When it does come up, I don't want to slow down play. I want to just glance at a DM screen, rather than search DnD Beyond or flip through a book. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Length of turn, round, and segment</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">I have this memorized and use a laminated chart that tracks time in my game. I see no reason to have this on a DM screen. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Critical hits & fumbles</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">I don't like using critical fumbles and we use a card deck for critical hits. I would have no use for this on a DM screen. To have this as a readable chart on a DM screen you would have to severely limit the options. I'm used to hundreds of critical hit descriptions and resolutions. Card decks work best for this. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Morale & Morale check modifiers</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Sure. For 5e morale is optional, but if I used it, I would find it helpful to have this info on my DM screen. </span></p><p><span style="font-family: inherit"></span></p><p></p><p> <span style="font-family: inherit"></span></p><p><span style="font-family: inherit">These are ideas for tables related to the specific adventures:</span></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Random encounters</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Generally I prefer this to be in my quick-reference binder or RealmWorks (campaign-management software I use). I did, however, find that having the Curse of Strahd encounter tables on the CoS DM screen to be one of the few things I actually used on that DM screen. </span></p><p><span style="font-family: inherit"></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">I search the body</span></li> </ul><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Any such table that would fit on a DM screen would be boring. If you are playing a very sandboxy, make-it-up as you go game, then I think using software (e.g. Inspiration Pad) or card decks would work much better for this. </span></p><p><span style="font-family: inherit"></span></p><p></p><p> <span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">I have tables for resolving mob attacks using the variant rules in the DMG. I'll make a table based the character's current ACs and tape that to my screen. </span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Materials/Doors/Walls AC and HP tables. </span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Condition descriptions. You'd think I would have all these memorized by now, but I still reference them nearly every session. </span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Travel distances and times between major cities / landmarks in your campaign. </span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Weather generation tables. </span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit">Exhaustion levels.</span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p><p><span style="font-family: inherit"></span></p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7563867, member: 6796661"] Here are my initial thoughts based on my 5 years DMing 5e and having tried and created many different DM screens. [LIST] [*][FONT='inherit']NPC reactions[/FONT] [/LIST] [FONT='inherit'] This is something I can more easily make up on the fly. I leave this to my role-playing. Even if I wanted to leave this to the dice, I can't see having a table that is both rich in detail and readable for something like NPC reactions, even if it took up the entire screen. Which is also why I don't like having name generation tables on my DM screen. These are quick references best put in the three-ring binder with tab. [/FONT] [LIST] [*][FONT='inherit']Emotion matrix[/FONT] [/LIST] [FONT='inherit'] Not sure what this is or why I would need a table for it. [/FONT] [LIST] [*][FONT='inherit']Weapons with damage/range[/FONT] [*]Armor with AC [/LIST] [FONT='inherit'] This was helpful when I was a new DM. No I don't want this taking up space on my DM screen. Not because I have it memorized, but I expect that PCs will know their weapons and damage and range are included in the monster and npc stat blocks. In the rare instances when I actually have to look this up, I have DnD Beyond on my phone, which makes looking it up only a bit less convenient than having it on the DM screen. [/FONT] [LIST] [*][FONT='inherit']Movement speed conversions (exploration, overland, etc.)[/FONT] [/LIST] [FONT='inherit'] YES! While I try to have the distances and times of likely travel scenarios planned out, I'm frequently put in situations where the players make decisions that require me to quickly figure out travel times. This is especially important in my current campaign due to the size of the world and strict resource tracking and downtime minigames that are a part of it. [/FONT] [LIST] [*][FONT='inherit']Light sources with length/range[/FONT] [/LIST] [FONT='inherit'] Yes. Helpful. Though I'm not great about enforcing these strictly. [/FONT] [LIST] [*][FONT='inherit']Terrains modifiers[/FONT] [/LIST] [FONT='inherit'] Yes. Especially if running a hex crawl or a game with lots of overland travel. [/FONT] [LIST] [*][FONT='inherit']XP per HD for monsters[/FONT] [/LIST] [FONT='inherit'] No. I will either already have the XP in the monster stat, or I will calculate XP outside the game. I have no interest in calculating XP on the fly. [/FONT] [LIST] [*][FONT='inherit']Hazards (fire, falling, drowning, etc.)[/FONT] [/LIST] [FONT='inherit'] Yes. This is stuff that is not encountered so frequently that I can recall all the rules from memory. But it comes up every couple of sessions. When it does come up, I don't want to slow down play. I want to just glance at a DM screen, rather than search DnD Beyond or flip through a book. [/FONT] [LIST] [*][FONT='inherit']Length of turn, round, and segment[/FONT] [/LIST] [FONT='inherit'] I have this memorized and use a laminated chart that tracks time in my game. I see no reason to have this on a DM screen. [/FONT] [LIST] [*][FONT='inherit']Critical hits & fumbles[/FONT] [/LIST] [FONT='inherit'] I don't like using critical fumbles and we use a card deck for critical hits. I would have no use for this on a DM screen. To have this as a readable chart on a DM screen you would have to severely limit the options. I'm used to hundreds of critical hit descriptions and resolutions. Card decks work best for this. [/FONT] [LIST] [*][FONT='inherit']Morale & Morale check modifiers[/FONT] [/LIST] [FONT='inherit'] Sure. For 5e morale is optional, but if I used it, I would find it helpful to have this info on my DM screen. [/FONT] [FONT='inherit'] These are ideas for tables related to the specific adventures:[/FONT] [LIST] [*][FONT='inherit']Random encounters[/FONT] [/LIST] [FONT='inherit'] Generally I prefer this to be in my quick-reference binder or RealmWorks (campaign-management software I use). I did, however, find that having the Curse of Strahd encounter tables on the CoS DM screen to be one of the few things I actually used on that DM screen. [/FONT] [LIST] [*][FONT='inherit']I search the body[/FONT] [/LIST] [FONT='inherit'] Any such table that would fit on a DM screen would be boring. If you are playing a very sandboxy, make-it-up as you go game, then I think using software (e.g. Inspiration Pad) or card decks would work much better for this. [/FONT] [FONT='inherit'] I have tables for resolving mob attacks using the variant rules in the DMG. I'll make a table based the character's current ACs and tape that to my screen. Materials/Doors/Walls AC and HP tables. Condition descriptions. You'd think I would have all these memorized by now, but I still reference them nearly every session. Travel distances and times between major cities / landmarks in your campaign. Weather generation tables. Exhaustion levels. [/FONT] [/QUOTE]
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