MerricB said:
Once upon a time, to save wear and tear on your rulebooks, a DM screen was one of the essentials of AD&D. You needed one to hide your notes, find the Turn Undead tables, the Combat Matrices, the Saving Throws.
With the rise of the "Compleat Statblock" in D&D 3E, I feel that to a large extent the DM's screen has been reduced in usefulness. I use the 3.5E Deluxe DM screen from Wizards, and mostly just for Turn Undead and the odd skill check reference. Oh, and hiding my notes.
You mean you've got all the combat rules memorized? Heck, if i were running D&D3[.5]E by the book, i'd at least want those two huge tables of modifiers and actions [from the combat chapter] on my DM's screen.
Anyway, while i used a screen for AD&D2, it wasn't so much for the standard rules--with the exception of turning undead, all the basic info (THAC0, saves, etc.) is on the character sheets, and i want the screen for during the game when i'm in a hurry, not for between-game when we can just get the books out. For me, a GM's screen is mostly about somewhere to hide my notes, etc., and maybe to paperclip other stuff to, thus effectively increasing my table space (and preventing it from getting buried).
What my GM's screen evolved into was a substitute for the rulebooks, and i had a second screen that was my "ok crap i need an adventure right now and i don't have any ideas" crutch. Each was 6 letter-sized panels of cardstock with both sides pretty much covered, many of the charts/tables/lists considerably reduced in size from the original.
Here's a sampling:
"running-the-game" screen:
frequency & chance of wilderness encounters
swimming effects of encumbrance
minimum passageway sizes
armor effects on character width
rates of climbing
cave-in location
a whole butt-load of encounter tables
metalic ores and gems
ore purity
mining rates
effects of clothing and armor on personal temperature
temperature damage to characters
wind velocity effects
chance of stopping a fall or tumble
movement in reduced visibility
chance of capsizing
chance of food spoilage
some more encounter charts for other climes/biomes/etc.
structural saving throws
surprise modifiers
morale ratings
archery target table
missile fire cover and concealment adjustments
character saving throws
item saving throws
poison strengths and types
acids
classification of weapon-like objects
matrix for clerics affecting undead
weapon class and type of assorted objects
hurled boulders
smaller-than-man-sized weapons
thresholds of pain for mounts
movement rate penalty for leg wounds
punching and wrestling results
5-, 10-, and 20-roll binomial tables
grenade-like missiles
armor class by armor type and body part covered
piecemeal armor
properties of rope
lists of colors, tastes, and odors
selected divided rolls
hit locations
...and lots of other stuff.
In short, i basically had all the rules from the AD&D2 PH, DMG, and Complete... books (well, first 4), plus the AD&D1 Wilderness & Dungeoneer's Survival Guides, plus a whole bunch of Dragon articles, plus some house rules, all boiled down to ~13pp, so i could run a game and have all those rules with just my screen. It's more of a quick reference than just a screen, and means i didn't need to take a single book, and yet could have all the rules at hand.
My "preparing an adventure" screen, meanwhile, has stuff like
lists of titles
Titles, Offices, and Positions
NPC Professions
Material Spell Components
Special Component Availability and Cost
Alternative Spell Component Limitations
Crystal Balls: Range, Size, Weight
Scrying Devices: Special Features
Revised Subject-Location Chances
list of tuning forks for plane shift
Melting and Boiling Points of Pure Metals and Alloys
Reputed Magical Properties of Gems
Herbs, Spices, and Medicinal Vegetables
Treasure Types
Experience Point Values of Monsters
Values of Animal and Monster Furs
Values of Immature Plants
Values of Miscellaneous Eggs and Young
gem tables
the 50 basic plots
random dungeon generator
random city generator
random tunnel generator
..etc.
Basically, stuff that was important during prep or downtime, rather than in the midst of play. Again, a dozen pages distilling the essential material from the DMG and Survival Guides, plus the best material from Dragon.
In D&D3E terms, i have the distilled equivalent of the entire combat chapter, the entire skills chapter (i.e., all the DC lists), plus turning undead and a couple other things on my running screen--does the official screen have that much stuff? While i admittedly only rarely used most of the rules on my screens, it was nice having them handy when they came up. Instead of just the most-frequently referenced rules (which i don't think i really went to the screen for, anyway, because the frequently-used ones are the onse i remember), i specifically had all the obscure rules--those sorts of rules that otherwise necessitate stopping for a book-check. Seems to me that's the real benefit of a screen: cheatsheet for the obscure stuff, rather than reference for the basic stuff (though you want that there, too, for beginners).