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Resource-Draining Model D&D Doesn't Work (for me)
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<blockquote data-quote="Xaelvaen" data-source="post: 7637737" data-attributes="member: 6681906"><p>DM Dave1 had some more great suggestions - I'll add a few tips in the same vein:</p><p></p><p></p><p></p><p>At home, I bought a fairly cheap digital projector from Amazon, and use <a href="https://www.rptools.net/" target="_blank">Maptools</a> (free VTT) to cast maps onto the tabletop, scaled so that players can still use their minis appropriately. This way, in between sessions, I can use digital software to draw my own maps, or grab any of the thousands of them out there.</p><p></p><p></p><p></p><p>In FLGS games, I transitioned to a different kind of initiative altogether; player or monster with highest initiative modifier goes first. (Feel free to turn this into a roll, but I see little point in sticking someone with a roll of a 1 all night). After that turn, the player (or GM, respectively) simply chooses who goes next until everyone's had a turn. More player cooperation and planning, and you'd be surprised how often the monsters are <strong>not </strong>chosen to be last. It's a quicker way to create dynamic turns, than rolling initiative every round.</p><p></p><p></p><p></p><p>Even if you don't want your monsters to run away, you can have easily-adjusted morale penalties so the players start killing even faster. A good place to start is reducing AC by 2 anytime the monster numbers are reduce in half, or their leader goes down.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7637737, member: 6681906"] DM Dave1 had some more great suggestions - I'll add a few tips in the same vein: At home, I bought a fairly cheap digital projector from Amazon, and use [URL="https://www.rptools.net/"]Maptools[/URL] (free VTT) to cast maps onto the tabletop, scaled so that players can still use their minis appropriately. This way, in between sessions, I can use digital software to draw my own maps, or grab any of the thousands of them out there. In FLGS games, I transitioned to a different kind of initiative altogether; player or monster with highest initiative modifier goes first. (Feel free to turn this into a roll, but I see little point in sticking someone with a roll of a 1 all night). After that turn, the player (or GM, respectively) simply chooses who goes next until everyone's had a turn. More player cooperation and planning, and you'd be surprised how often the monsters are [B]not [/B]chosen to be last. It's a quicker way to create dynamic turns, than rolling initiative every round. Even if you don't want your monsters to run away, you can have easily-adjusted morale penalties so the players start killing even faster. A good place to start is reducing AC by 2 anytime the monster numbers are reduce in half, or their leader goes down. [/QUOTE]
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