Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Tips on Streamlining for a Very Large Party?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WayneLigon" data-source="post: 2953290" data-attributes="member: 3649"><p>This changes things tremendously.</p><p></p><p>What I would suggest: </p><p></p><p><strong>1. Throw out the time-wasters in the tactical rules</strong>. Drop Attacks of Opportunity, reach, cover, sundering, tripping, all that mess. Forget about them and never mention them, ever. Don't let them waste time taking some of the exotic feats relating to them, either. About the only thing I'd leave would be Flanking. The only movement they should care about is the normal move, and the run (don't let them get discouraged from fleeing because they think they can only flee at 30" a round - <em>make that point and make sure they know it</em>).</p><p></p><p>Don't bother with encumberance, spell components other than the holy symbol, or <strong>any </strong> of the other administrivia that's in the book. Shoot, I wouldn't even bother keeping track of arrows or stuff like that. The more you make the game seem like an exercise in resource management and accounting, the more you will lose their attention. </p><p></p><p>Once they've mastered the basics in a couple months (Sound long? I've been playing with newbies recently and they are still not used to the different shaped <em>dice </em> after four weeks), then <em>maybe </em> take fifteen minutes at the beginning of a session to go over <strong>A </strong> rule if they seem to be craving it. In fact, do this a <em>little bit</em> at the beginning so they don't wonder why A gets to do something while B cannot. Tell them why sneak attack works the way it does, or discuss the role of the cleric, or the difference between a wizard and sorcerer. Point up the strength of each class and how they work together. If you can do this when y'all get together normally, even better. </p><p></p><p><strong>2. Pick the spells the casters will have access to. </strong> Either find or create a short document that gives them the basic range, damage or effect, save and such for each spell they can use. 3x5 cards are excellent because then they can lay out what they have prepared per day. </p><p></p><p>Divine casters? Pare their spell list down to about six spells, the common bread-and-butter spells they'll be using most often. Let them know about the others, and use 'You have a prophetic dream' to suggest they look at another couple spellsnow and again. </p><p></p><p><strong>3. In a large combat, and all of them will be large for you, have them pre-roll a series of attack dice and damage.</strong> Yes, it will take a little tension out of the game, but with only 4 hours, you're going to want to maximize every second of your time. Just have them roll a simple series of numbers and use them in order, drawing a line through them as you go. A person with, say, a Short Sword and a Str of 12 might have a series that looks like:</p><p></p><p><s>12 2</s></p><p>16 6</p><p>1 3</p><p>5 7</p><p></p><p>after a round of combat. First roll is the 'to hit', second number is damage (They may want to ignore rolling damage on anything under a 'to hit' of 10).</p><p></p><p>Try this: it's <em>not </em> for everyone. A series of <em>known </em> bad die rolls may lead to them being discouraged and you <em>do not want that</em>. </p><p></p><p><strong>4. Organization.</strong> Make sure their character sheets are <em>complete</em>. All those boxes are there for a fricking <em>reason </em> and there is no excuse for someone to constantly be adding up their BAB+str bonus+feat bonus+whatever when there is a box for that derived number on the sheet, in the weapon box. 'Roll a d20 and add that number' is the only instruction they need. Make sure a weapon box is filled out for each weapon they carry. Make sure the armor is listed, etc. Emphasize tht this is something you need to do at best once per level.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 2953290, member: 3649"] This changes things tremendously. What I would suggest: [B]1. Throw out the time-wasters in the tactical rules[/B]. Drop Attacks of Opportunity, reach, cover, sundering, tripping, all that mess. Forget about them and never mention them, ever. Don't let them waste time taking some of the exotic feats relating to them, either. About the only thing I'd leave would be Flanking. The only movement they should care about is the normal move, and the run (don't let them get discouraged from fleeing because they think they can only flee at 30" a round - [I]make that point and make sure they know it[/I]). Don't bother with encumberance, spell components other than the holy symbol, or [B]any [/B] of the other administrivia that's in the book. Shoot, I wouldn't even bother keeping track of arrows or stuff like that. The more you make the game seem like an exercise in resource management and accounting, the more you will lose their attention. Once they've mastered the basics in a couple months (Sound long? I've been playing with newbies recently and they are still not used to the different shaped [I]dice [/I] after four weeks), then [I]maybe [/I] take fifteen minutes at the beginning of a session to go over [B]A [/B] rule if they seem to be craving it. In fact, do this a [I]little bit[/I] at the beginning so they don't wonder why A gets to do something while B cannot. Tell them why sneak attack works the way it does, or discuss the role of the cleric, or the difference between a wizard and sorcerer. Point up the strength of each class and how they work together. If you can do this when y'all get together normally, even better. [B]2. Pick the spells the casters will have access to. [/B] Either find or create a short document that gives them the basic range, damage or effect, save and such for each spell they can use. 3x5 cards are excellent because then they can lay out what they have prepared per day. Divine casters? Pare their spell list down to about six spells, the common bread-and-butter spells they'll be using most often. Let them know about the others, and use 'You have a prophetic dream' to suggest they look at another couple spellsnow and again. [B]3. In a large combat, and all of them will be large for you, have them pre-roll a series of attack dice and damage.[/B] Yes, it will take a little tension out of the game, but with only 4 hours, you're going to want to maximize every second of your time. Just have them roll a simple series of numbers and use them in order, drawing a line through them as you go. A person with, say, a Short Sword and a Str of 12 might have a series that looks like: [S]12 2[/S] 16 6 1 3 5 7 after a round of combat. First roll is the 'to hit', second number is damage (They may want to ignore rolling damage on anything under a 'to hit' of 10). Try this: it's [I]not [/I] for everyone. A series of [I]known [/I] bad die rolls may lead to them being discouraged and you [I]do not want that[/I]. [B]4. Organization.[/B] Make sure their character sheets are [I]complete[/I]. All those boxes are there for a fricking [I]reason [/I] and there is no excuse for someone to constantly be adding up their BAB+str bonus+feat bonus+whatever when there is a box for that derived number on the sheet, in the weapon box. 'Roll a d20 and add that number' is the only instruction they need. Make sure a weapon box is filled out for each weapon they carry. Make sure the armor is listed, etc. Emphasize tht this is something you need to do at best once per level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tips on Streamlining for a Very Large Party?
Top