(OOC) Scourge of Daggerford (Full)


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Honestly, I kind of miss the 'couple of PC's go, couple of bad guys go' aspect of your playstyle. I know it was a bit difficult to keep up with sometimes though.
I preferred it too. I was able to resolve a couple of turns at a time, making it not so time-intensive all at once. I pretty much can only roll a round on weekends now. But it is easier to keep track of everyone and stops me from having to 'go over' things multiple times. One of the big time-sinks on my side comes from forgetting things that I already dealt with and having to go over things multiple times. This might help that? I don't know really. I'm always looking to improve things. Sometimes little changes work out for the best, sometimes they don't.

My labelling the icons on the map is going to save me a lot of time and prevent a lot of confusion. (Though it takes longer to make the icons, but I kind of like that work). I wish I'd thought of it sooner.
 

My experience from 4e where I participated in living world - something most DMs adopted as practical:
1. initiative serves only to resolve 1st round - who goes before monsters (who are all on the same average init) - after that it is PC-Monsters-PC-Monsters
2. all basic monster stats (AC, saves, to hit and damage, aura damage etc) are public - thus, players can on their turn resolve saves, opportunity attacks and similar effects (it was important in 4e where forced movement would depend on the save and it stopped the round cold) - this was to player advantage
3. fancy maps were ditched in preference to google excel sheets - where everyone could move their token as needed and everyone else could see current state of affairs - there is also ditzie.com
4. events happen in the post order
5. you roll death and other saves immediately after falling - delayed posting to avoid death roll via healing doesn't work - this is to player disadvantage (see #2)

There is ditzie site where there are fancy maps and moveable tokens in one :)
 


Regarding the flanking conversation, there is a little known rule in the DMG (I think?) where it says DMs can choose to use +1 and +2 at their discretion for small advantages, but Advantage after that. I wish they emphasized that rule more, instead of just giving Advantage for every little thing. The big problem with the optional flanking rules is that it's already super easy to get Advantage in the normal rules, and if you did Flanking gives Advantage, then there's like no reason for a character (monster OR PC) to not have advantage, and half hour spells or what not are wasted (like Guiding Bolt, or Faerie Fire).
 





My experience from 4e where I participated in living world - something most DMs adopted as practical:
1. initiative serves only to resolve 1st round - who goes before monsters (who are all on the same average init) - after that it is PC-Monsters-PC-Monsters
2. all basic monster stats (AC, saves, to hit and damage, aura damage etc) are public - thus, players can on their turn resolve saves, opportunity attacks and similar effects (it was important in 4e where forced movement would depend on the save and it stopped the round cold) - this was to player advantage
3. fancy maps were ditched in preference to google excel sheets - where everyone could move their token as needed and everyone else could see current state of affairs - there is also ditzie.com
4. events happen in the post order
5. you roll death and other saves immediately after falling - delayed posting to avoid death roll via healing doesn't work - this is to player disadvantage (see #2)

There is ditzie site where there are fancy maps and moveable tokens in one :)
1) That's sort of what we've come to, though I don't think I'm going to bother with Init in round 1. I invented a game 20 years ago where initiative generally was "Are the PCs attacking first, or the monsters?" (Of course, in that game, all players did all their rolls at the same time, and we went around the table with descriptions - with others cutting in. Man it was fast.) It's pretty rare that both sides intend to attack at the same time, surprisingly.
2) I've gone back-and-forth with that. Some players like not knowing. (Early on running PBP, and I don't remember who it was, I asked if I should just put ACs and HP of the monsters down, and someone said they liked not knowing). I've never done a formal poll, but I mostly kept it that way. I generally encourage people not to overly focus-fire (I don't like it much, for many reasons) and seeing the HP makes people more inclined to it. I'm not against putting monsters AC & HP down, though.
3) My fancy maps are in Excel. I use Excel for everything, really. I don't like google docs though.
4) Pretty much.
5) I absolutely LOATHE rolling anything for my players. I'd rather reverse saving throws to attacks vs static defenses if I had to do that (it's sort of the same thing, but it's different in my mind.)
 

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