Hello.
Use Rule cards. Let me explain.
In Shadowrun (I will assume you know the game), a friend of mine who plays a hacker most of the time created cards for his hacking, matrix, computer use, and so on checks/maneuvers.
Pros:
- No need to flip through the book every time.
- Multiple players can read up on different rules.
Use dice instead of figures, this way you can mark different effect, maybe the order the players go during combat, or even the duration of an effect on the character.
This can help you and the players see the order of combat, and visually keep track of durations.
That and if you use dice you can aproximate distance, similarly sized d6s can be 5 feet squares, this way you don't need to break or the battle map every time.
As a DM try to avoid combat situations if you do not like them (this does not apply if the group prefers combat over RP).
Now if the GM wants more RP but the Players like combat more, meet them half way and play combat in a more RP fashion. Flesh out the enemies combat styles, make the talk during combat, give detailed examples of the NPCs, not every combat must be one sided (Enemy dies or the players die). Defeat the players now and then, in a fair way.
Basically have fun with combat.
Ask your players to keep track of the rules for their abilities, so you guys don't have to check the numbers every time. Simply put, you distribute the workload.
That is all.
As a player I myself usually write everything down in a notebook,my characters abilities, spells, how they work, with exact numbers, animal companions, shapes my character can turn into (with all the stats).
- so dumb stuff like this don't happen:
PC: I turn into a Medium Earth Elemental.
DM: Ok. what is your AC?
PC: Em, could you check the MM for the elemental's natural armor?
Mid combat and all that.
- Or a good example:
Casting a from Spell Compendium and we just so happened not to have the Laptop with us and I just so happened to have 1 very useful spell from there, good thing I wrote it down in my notebook.
In conclusion, spread the work load (make your players know the exact function of the abilities they have, numbers and all), create notes so you can quickly confirm some rulings.
Use Rule cards. Let me explain.
In Shadowrun (I will assume you know the game), a friend of mine who plays a hacker most of the time created cards for his hacking, matrix, computer use, and so on checks/maneuvers.
Pros:
- No need to flip through the book every time.
- Multiple players can read up on different rules.
Use dice instead of figures, this way you can mark different effect, maybe the order the players go during combat, or even the duration of an effect on the character.
This can help you and the players see the order of combat, and visually keep track of durations.
That and if you use dice you can aproximate distance, similarly sized d6s can be 5 feet squares, this way you don't need to break or the battle map every time.
As a DM try to avoid combat situations if you do not like them (this does not apply if the group prefers combat over RP).
Now if the GM wants more RP but the Players like combat more, meet them half way and play combat in a more RP fashion. Flesh out the enemies combat styles, make the talk during combat, give detailed examples of the NPCs, not every combat must be one sided (Enemy dies or the players die). Defeat the players now and then, in a fair way.
Basically have fun with combat.
Ask your players to keep track of the rules for their abilities, so you guys don't have to check the numbers every time. Simply put, you distribute the workload.
That is all.
As a player I myself usually write everything down in a notebook,my characters abilities, spells, how they work, with exact numbers, animal companions, shapes my character can turn into (with all the stats).
- so dumb stuff like this don't happen:
PC: I turn into a Medium Earth Elemental.
DM: Ok. what is your AC?
PC: Em, could you check the MM for the elemental's natural armor?
Mid combat and all that.
- Or a good example:
Casting a from Spell Compendium and we just so happened not to have the Laptop with us and I just so happened to have 1 very useful spell from there, good thing I wrote it down in my notebook.
In conclusion, spread the work load (make your players know the exact function of the abilities they have, numbers and all), create notes so you can quickly confirm some rulings.