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Six hour combats
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<blockquote data-quote="Ant" data-source="post: 4386273" data-attributes="member: 17627"><p>Here's how I run my 3.5 combats -- they're quick and a lot of fun, even as the party are approaching higher levels. A lot of the following tips have been gleaned from ENWorld, Treasure Tables, RPG.net, the DMG and a myriad of 3rd party products.</p><p></p><p><strong>Prep for the DM:</strong></p><p>- Gather the important monster stats together in one place. I like visual cues so I draw a little shield for each monster. In the shield I note AC and AC-related things. I then draw an arrow pointing into the shield, indicating incoming attacks. On this arrow I note in order any special defences. Next I draw an arrow pointing away from the shield, indicating outgoing attacks. On this arrow I note an special attack options. (Note that I also do the same for the PCs so I have an idea of what their offence/defence is)</p><p>- If the monster has a few key spells/slas I make a brief one-liner detailing the spell/sla.</p><p>- After taking a gander at the monsters spells, feats etc I then write down some quick tactics (remembering that most monsters don't last more than 4 or 5 rounds).</p><p>- Make combats interesting -- pick a few combat options for some monsters to spice things up. Add some interesting terrain. Throw in something weird but potentially useful in the heat of battle.</p><p></p><p><strong>During combat (DMs):</strong></p><p>- Use initiative cards!</p><p>- Group monsters together and roll initiative for each group</p><p>- Use a staggered attack roll (+/-1 for weak monsters, +/-2 for tougher ones) for lots of monsters eg 5 kobolds are attacking (with a BAB of +1). I roll a 12 for a total of 13 after adding the BAB. The kobolds final attack rolls are 11, 12, 13, 14 and 15.</p><p>- Keep it moving. PC has iterative attacks? If possible don't wait for them to finish rolling -- move on and get them to give you total damage when they're done. Player unsure of what to do? Just move to the next player and let the other chime in when ready ... if he's too slow then the next players' action happened first.</p><p>- I like the "Players Roll All The Dice" option (just the defense roll) from Unearthed Arcana -- keeps players more involved in combat esp. when there are a lot of monsters</p><p>- Keep summoned monster/nature's ally stat cards handy</p><p>- Give mooks all the same weapons, armour, hp and abilities</p><p>- Make sure mooks go down in no more than 2-3 hits</p><p>- +2/-2 modifier is your friend. Avoid too much book-referencing! I've pinned handy and oft-used combat-related stuff onto my DM screens for quick and easy reference.</p><p>- Keep it interesting. Throw in a fumble or a collapsing pillar or an amusing foe (comedically suicidal goblins are good for this).</p><p>- If you make a mistake (that isn't fatal to a player) just roll with it and keep moving. If you're good no-one will even notice.</p><p>- Use post-it notes/status/buff cards. <strong>Very</strong> handy. If a player has suffered ability damage then just note the penalty to his bonus and simply apply that penalty where appropriate (do NOT make the poor player recalculate everything then and there!)</p><p>- Watch the time (but don't let the players see you look at the clock). I keep my mobile phone (or "cell", if you prefer) behind my DM screen so I can keep track of time.</p><p>- Don't sweat the small stuff</p><p></p><p><strong>During combat (players):</strong></p><p>- Start thinking about your actions before your turn - esp. spellcasters! (this one is a bit harder and I could do better at encouraging the players to do this).</p><p>- Roll damage dice and to-hit dice at the same time</p><p>- Roll miss chance first</p><p></p><p>I'm sure I've missed one or two things but that's the bulk of it. Nothing too hard and my 3.5e combats run just as fast if not faster than the 4e combats I've enjoyed.</p></blockquote><p></p>
[QUOTE="Ant, post: 4386273, member: 17627"] Here's how I run my 3.5 combats -- they're quick and a lot of fun, even as the party are approaching higher levels. A lot of the following tips have been gleaned from ENWorld, Treasure Tables, RPG.net, the DMG and a myriad of 3rd party products. [B]Prep for the DM:[/B] - Gather the important monster stats together in one place. I like visual cues so I draw a little shield for each monster. In the shield I note AC and AC-related things. I then draw an arrow pointing into the shield, indicating incoming attacks. On this arrow I note in order any special defences. Next I draw an arrow pointing away from the shield, indicating outgoing attacks. On this arrow I note an special attack options. (Note that I also do the same for the PCs so I have an idea of what their offence/defence is) - If the monster has a few key spells/slas I make a brief one-liner detailing the spell/sla. - After taking a gander at the monsters spells, feats etc I then write down some quick tactics (remembering that most monsters don't last more than 4 or 5 rounds). - Make combats interesting -- pick a few combat options for some monsters to spice things up. Add some interesting terrain. Throw in something weird but potentially useful in the heat of battle. [B]During combat (DMs):[/B] - Use initiative cards! - Group monsters together and roll initiative for each group - Use a staggered attack roll (+/-1 for weak monsters, +/-2 for tougher ones) for lots of monsters eg 5 kobolds are attacking (with a BAB of +1). I roll a 12 for a total of 13 after adding the BAB. The kobolds final attack rolls are 11, 12, 13, 14 and 15. - Keep it moving. PC has iterative attacks? If possible don't wait for them to finish rolling -- move on and get them to give you total damage when they're done. Player unsure of what to do? Just move to the next player and let the other chime in when ready ... if he's too slow then the next players' action happened first. - I like the "Players Roll All The Dice" option (just the defense roll) from Unearthed Arcana -- keeps players more involved in combat esp. when there are a lot of monsters - Keep summoned monster/nature's ally stat cards handy - Give mooks all the same weapons, armour, hp and abilities - Make sure mooks go down in no more than 2-3 hits - +2/-2 modifier is your friend. Avoid too much book-referencing! I've pinned handy and oft-used combat-related stuff onto my DM screens for quick and easy reference. - Keep it interesting. Throw in a fumble or a collapsing pillar or an amusing foe (comedically suicidal goblins are good for this). - If you make a mistake (that isn't fatal to a player) just roll with it and keep moving. If you're good no-one will even notice. - Use post-it notes/status/buff cards. [B]Very[/B] handy. If a player has suffered ability damage then just note the penalty to his bonus and simply apply that penalty where appropriate (do NOT make the poor player recalculate everything then and there!) - Watch the time (but don't let the players see you look at the clock). I keep my mobile phone (or "cell", if you prefer) behind my DM screen so I can keep track of time. - Don't sweat the small stuff [B]During combat (players):[/B] - Start thinking about your actions before your turn - esp. spellcasters! (this one is a bit harder and I could do better at encouraging the players to do this). - Roll damage dice and to-hit dice at the same time - Roll miss chance first I'm sure I've missed one or two things but that's the bulk of it. Nothing too hard and my 3.5e combats run just as fast if not faster than the 4e combats I've enjoyed. [/QUOTE]
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