Reaching mid-levels

Someone

Adventurer
The characters IMC are right now at 9th level, and problems are starting to appear. Simply, the game´s becoming more complicated, and I sometimes have problems to remember all the bonuses, and decide on the fly what spells and feats should the bad boys use; specially when I like to play the combat as fast as I can and don´t like to lose too much time double checking every spell.

It´s small things, like don´t remember the extra attack of Cleave, misremember (sp?) that Confusion is one target instead of an area, or let a Cloacker be chopeed to death without noticing it´s Mirror Image spell-like ability.

It´s not a big problem: hardly noticeable, and everyone´s having fun. It´s only that when one likes to do something, it´s more fun to do it right.

So, could you tell me some of the secrets of the trade? what could I do to be sure everything works?
 

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Get use to using stat blocks at the table and be sure to retype them up personally while preparing for the game. Take the time to review each spell in each NPC's prepared spell list, and reread each magic item description during preparation. When retyping the creature stat blocks, try to envision a situation where each of their abilities might come into play. Highlight ones that have special significance based on things of which you are aware like terrain, PC items or spells, and relationships with other creatures or NPCs.

That's not to say that you should Meta-Game by planning the destruction of the PCs based on stuff the creature does not know, but if you as a DM knows something about the PCs and the opponents that is likely to come up and probable actions by the PCs would likely produce a particular "reaction" from a creautre or NPC, there's nothing wrong with having thought it through in advance.
 

Am I the only one here who remembers when "Mid Levels" meant about 4-7 or 5-8?

With spellcasters, try making a list of spells he'll use first. Say he always starts off with fly so he can get out of reach of the melee types. Then casts Prot Arrows and then starts picking off casters with polymorph other or whatever. Then check the list when his turn comes up and see if the next item makes sense. Say, for instance, they have a couple of rounds to prepare so he might already be flying and protected from arrows when they arrive and he goes directly to polyother. On the other hand, they might meet and you look at the list and decide he wouldn't fly because they're in a maze of small corridors and he wouldn't have room to maneuver. Sometimes an incredibly obvious action will leap out at you and you can do that instead of what's on the list.

That doesn't eliminate thinking about what they'll do, but it helps avoid having to consider all possible actions.
 

I hate to say this, but one of the best options is to prepare ahead of time. I did the same thing with my elves of evermeet game and the party killed 3-4 Shades (the evil humans from the Forgotten Realms) before I figured out that they had lots of cool spell like abilities and tons of benefits in shadow. Next time they meet a Shade I'm ready for them ;)

I've found that a laptop at the table is a big benefit as I can have my PDFs handy and any character sheets are available. But that option is not for everyone. Initiative cards are useful too.
 

Someone said:

So, could you tell me some of the secrets of the trade? what could I do to be sure everything works?

well, all the above advice is pretty good, but realize that you are "doing it".

the way you get better is to make these mistakes, sometimes over and over :)
 

What I've been doing (time permitting, I generally try to make the effort) is take the time to type the stat blocks with all the info I'm going to need for all the creatures I'm going to use right there in my adventure notes.

This includes monsters from the Monster Manual or any other printed supplement - I hate juggling books and wasting time looking things up during the game, and it also means I don't have to give things away by flipping pages in front of the players.

To make it more readable, I use my own format for most of them, mark important things in color, and add sections listing the effects of any buffs/special abilities (if the effects are variable, I also usually pre-roll them) so I don't have to, for example, waste time calculating what happens if an enemy Cleric uses Divine Power, or how things are going to change if someone casts Dispel Magic.
 

Stat sheets

When I DM i use stat sheets for my monsters. What I do is on one page I write all pertinent info of little guys like goblins bugbears that are fodder on a page for the days encounters.

I list them organizing things. IE i'll put AC and all things that affect ac next to it like haste/shield/nat armor/ etc from a monster or character.

I then do attacks(take an idea from 3.5e where they split normal attacks and then have full attack rounds) I do that because that way I don't have to think about it. I also add anything like cleave feats, combat reflexes, Sneak/precise strike etc. and make sure to put damages with it like 1d6+8(str/belt of str) or something.
Then I use spell stat sheets suggested from DM guide.
Monster 1 2 3 4
Goblin Bless ends
Player char aid ends
player char2 Rage ends

ETc putting the players in order of initiative. Note that I don't reroll their iniatives other than once a combat this way you don't have to rewrite the sheet. The only problems are when chars delay or ready actions but you figure that out yourself.

Also make sure to keep previous things. For instance this sorc/monk i used had a lot of spelsl up and they dispelled him.

I had this : ac=26(nat+4, dex +5, wis+5, ring +2)
Haste =30
Shield=37
Cat's grave=39
Dodge=40 (char dordged?)

etc. This way i know why his ac is this and if he's flatfooted what to subtract also.

Note that I usually prepare these things before the game cause it takes time but saves time for more role playing when everyone is together. Also remember to have spell plan ideas figured out like "he casts haste and darkness 1st round then invis/levitate" and floats to the ceiling and will drop on last character to come in" or something.


I hope this helps in some way its how I do it.
 

Thanks for the advice so far. Yes, preparation makes things easier when playing; I use initiative cards where I write active spells and durations, and have a sheet with the stats: that makes things easier.

I´ll try some of the tricks you said and tell you next week.
 

Someone said:
Thanks for the advice so far. Yes, preparation makes things easier when playing; I use initiative cards where I write active spells and durations, and have a sheet with the stats: that makes things easier.

I´ll try some of the tricks you said and tell you next week.

Look forward to hearing about your future success! :)

(Don't forget to bookmark the thread... ;) )
 

1) Prepare a short index of your monster strategy (a simple list of consecutive actions to be done as soon as possible one after each other)

ex. 2 Goblins and a Sorcerer (blatantly simple example)

Goblins:

- draw weapons
- charge closest opponent
- try to flank

IF less than 2 hp left or the other dies, then retreat with double move and run

Sorcerer
- casts Shield
- casts Charm Person on the strongest-looking foe (one try only)
- casts Magic Missile

when out of 1st level spells, casts Ray of Frost
when out of spells, attack with quarterstaff
fights to death

2) Keep a short table with the foes modifiers for most important things only (reactive skills, for ex.)

ex. Hp, AC (normal, touch, flat-footed), ST, Listen/Spot, Hide/MoveSilently, Sense Motive, Spellcraft

Anyway, try to keep it simple! This way, you know what your foes are going to do, and can review only the spells they are very likely to cast and the skills they are very likely to use. Don't try to forecast every unexpected circumstance, because you'll certainly miss the one which is going to happen :)


edit: ok, obviously the difficulties lies in the fact that at MID levels the characters are definitely NOT simple :). But if you are really overwhelmed by the many abilities, for the first sessions try to make characters with most passive abilities. For example, give the evil fighter 3-4 combat feats only, and spend the rest on things like Great Fortitude, Improved Initiative, Toughness which you don't need to "remember" once they are added to your stats. The evil wizard may know 40 spells, but have prepared only 10-15, probably some of which have no use in combat (unless he was prepared to face the PCs), and he is likely to die before casting the last one :)
 
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