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General Tabletop Discussion
*TTRPGs General
Tracking Damage in Large Combats
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<blockquote data-quote="Drawmack" data-source="post: 835991" data-attributes="member: 4981"><p>There are two arts and one fact that I learned early in my GMing chareer which apply to every game I have ever run under any system.</p><p></p><p></p><p><strong>FACT:</strong> It is an abstract system and as such stringent HP counting is not necessary, but is preferred so be <em>as close as</em> you can.</p><p></p><p><strong>ART 1:</strong> Fight an interesting combat without the NPC moving a whole lot when using large numbers of bad guys in a fight. Have excitement come from elsewhere. Maybe the volcano is about to blow. With all that ground rumbling whose got time to worry about the orcs not moving. </p><p></p><p><strong>ART 2:</strong> Guesing hp. If it's the third time my wizard's fireball is hitting this orc, he's probably dead. Had a game this sunday with the sorcerer's fireball up on the roof whipping out archers while they were inside. I rolled a ref save every round and three failed saves ment 1 dead archer falling past the windows.</p><p></p><p>Now that you know that the way that I track HPs for large encounters will make sense.</p><p></p><p>Only use this if your NPCs are two to one on the party or they will notice the fudging.</p><p></p><p>on a piece of paper number the NPCs starting at 12:00 and moving clock-wise around the table. jot down their hp</p><p></p><p>if the NPCs trade places switch their numbers except in extreme remaining hp variance.</p><p></p><p>when they take damage write it under their hp as a -</p><p></p><p><strong>The Important Part</strong></p><p>Learn how to say things like <em>"Of course the wizard took 500 hp or damage he's wearing a cursed DR 10/+4 robe of protection that steals 1 con point per day worn that it is not soaked in human blood while on your body."</em></p></blockquote><p></p>
[QUOTE="Drawmack, post: 835991, member: 4981"] There are two arts and one fact that I learned early in my GMing chareer which apply to every game I have ever run under any system. [b]FACT:[/B] It is an abstract system and as such stringent HP counting is not necessary, but is preferred so be [i]as close as[/i] you can. [b]ART 1:[/b] Fight an interesting combat without the NPC moving a whole lot when using large numbers of bad guys in a fight. Have excitement come from elsewhere. Maybe the volcano is about to blow. With all that ground rumbling whose got time to worry about the orcs not moving. [b]ART 2:[/b] Guesing hp. If it's the third time my wizard's fireball is hitting this orc, he's probably dead. Had a game this sunday with the sorcerer's fireball up on the roof whipping out archers while they were inside. I rolled a ref save every round and three failed saves ment 1 dead archer falling past the windows. Now that you know that the way that I track HPs for large encounters will make sense. Only use this if your NPCs are two to one on the party or they will notice the fudging. on a piece of paper number the NPCs starting at 12:00 and moving clock-wise around the table. jot down their hp if the NPCs trade places switch their numbers except in extreme remaining hp variance. when they take damage write it under their hp as a - [b]The Important Part[/b] Learn how to say things like [i]"Of course the wizard took 500 hp or damage he's wearing a cursed DR 10/+4 robe of protection that steals 1 con point per day worn that it is not soaked in human blood while on your body."[/i] [/QUOTE]
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