Tricks of the Trade

Request

Have any of you ever run multiple, simulataneous large-scale combats? I have run some large scale combats, but never multiple and simultaneous. We rotate DMs and my turn will be coming up later this year. I have six PCs, all 15th-16th level. They all have places to protect, etc., and my (current) plan for the welcome back-session is an assault on all their "keeps" simultaneously.

First, what's your gut reaction to this? Please feel free to be as critical as you want.

The obvious concern is that lots of stuff will be going on in other player's turns and that the players will lose interest when it's not their turn due to excessive lag. Each player will have his/her PC and a dozen or more allies fighting some (likely) larger number of assailants. Not only are ideas needed to speed things up, but perhaps some organizational tactics, maybe like giving each player control of an NPC in each other PC's retinue.

I had considered DMgenie, but quite frankly I wasn't thrilled with the demo, so I'm not really interested.

This may be too much, but you never know till you try. And, I'm willing to try. I was concerned about a big town battle I staged (plotted out twelve 2ftx3ft poster boards full of 1inch-squares, arranged in a 4x3 pattern), but everyone had a blast.
 

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Infiniti2000 said:
We use tact-tiles. Definitely worth.
Huh? What is a "tact-tile?"
Infiniti2000 said:
At the craft store, I picked up a large number of wooden circles, most of them 1" in diameters, with about 12 2-inch in diameter and 6 3-inches...I also picked up some 1-inch wooden cubes, which are awesome for aerial combat.
I like both of these. I frequently have to wing it with oversize creatures (cut out a 4" square of paper for a kraken), and hate the chintzy feel of my system. For flying creatures we use dice cases, but I can see color-coded wooden blocks in my future.

As for your mondo-combat, wow, haven't done that. I once had to run a small simultaneous combat (the basement from Deep Horizon) but nothing so ambitious. I have no direct suggestion to help you, only that maybe the hero-point or battle-point system (or whatever the heck they call it) from Heroes of Battle would help. Short-term goals that affect the overall outcome, that sort of thing. There is a pretty decent representation of how it works in the Red Hand of Doom, which I have read but not yet played. Don't know how it runs in practice.
 

Infiniti2000 said:
We use tact-tiles. Definitely worth. I had created my own battlemats before, either using poster board or plastic with handmade etching. Nothing is as good as the tact-tiles, except for maybe that computer-generated overhead version.

But, how do you use your tact-tiles?

I was considering getting these, but could not quite figure out the best way to use them.

When you set them up ahead of time, do you place them down and then draw "the closest" part of rooms on the edge ones? Otherwise, the PCs will see rooms that they should not yet see if you have an "entire dungeon level" drawn on them ahead of time. Or, do you blow this problem off and not worry about it?

Or, do you mostly not draw on them ahead of time and just use them as a "moving board"?
 

If there is a miss chance due to concealment or something similar, roll the miss chance before they roll to hit. If they are going to miss anyway, don't bother with the roll.
 

KarinsDad said:
But, how do you use your tact-tiles?

I was considering getting these, but could not quite figure out the best way to use them.

When you set them up ahead of time, do you place them down and then draw "the closest" part of rooms on the edge ones? Otherwise, the PCs will see rooms that they should not yet see if you have an "entire dungeon level" drawn on them ahead of time. Or, do you blow this problem off and not worry about it?

Or, do you mostly not draw on them ahead of time and just use them as a "moving board"?
They come in a box, so when I draw them up ahead of time, I just put them back in the box. It's not difficult at all to arrange them in order (just put them away in some specific order). This also does not accidentally erase the marks on the tiles. Otherwise, in a dungeon-crawl, I do not draw them up ahead of time. It takes only a few seconds for any new room. I either do it during a break, with a suitable cliffhanger, or I predraw major encounters. Or, I provide a sheet of paper with the layout and give the players a few moments to discuss battle plans (if reasonable) while I draw.

The moving board is very very useful though, especially when you have limited space and a huge battlefield. The last few weeks, we had combats (I was playing) on a large ship (over 500ft long). Using tact-tiles, it was relatively trivial to 'scroll' the deck as we made our way towards the bow. I can't imagine having such combats otherwise. I still have the poster boards, too, and I was contemplating using them for certain pre-drawn encounters.
 

I use 3x5 index cards for just about everything. The index cards for the NPCs and mosnters have full stat blocks on them, for easy reference. The index cards for the PCs have most of a stat block on them, but I leave out some elements that are too variable to bother with.

During combats, I arrange the index cards in initiative order, top to bottom, and cycle through them as each participant acts. Because I have the NPC/monster's stat block printed on the card, I never have to look up its attributes or abilities in the middle of the action. (Note, I don't write my index cards, I print them, my handwriting would be too messy to read, especially after writing up a dozen combat cards). Also, if foes from nearby areas hear the din of battle, or are called by an alarm or something, I don't have to flip to a new page of text to get their stats, I just grab their card out of my index file, and drop them into the fray.

When I use spells or feats from non-core sources, I note on the combat card what the source is. That way, I don't have to flip through a dozen books trying to find the text for the "Swat the Gnat" feat because I don't remember what book I got it from (that's from Giant Lore, for those who care). If I have enough time, I make up a spell card for spells from unusual sources, and keep it in a master card file. Feats I try to copy down into a "feat book" that I keep as a reference at the table in a looseleaf binder.

We use tact-tiles for our combat playing surface, but I keep a megamat underneath it. We write ongoing effects on the megamat, to remind us of the bonuses and penalties imposed by them (there is a bard in the party, I've been considering just making up a card that tells the effects of his inspire courage ability to put on the table while he is singing).
 

XCorvis said:
Egg timer. Someone is taking too long, whip out the (1 minute or 30 second) egg timer. If they don't pick something by the time it runs out, they hold their action until they do decide.

I recommended this in a previous group and after using it maybe three times, was asked to not bring it back. (I used a digital Scrabble timer - three minutes)

Some people get rather insulted when you suggest they are dominating the game...then demonstrate that fact. :shrug:
 

1) DM uses "DM's familiar" computer program (handles full attacks with a single click)
2) Players roll attack and damage at the same time
3) Players track damage taken by each monster (for the DM). Amounts are written on the battle-mat.
4) Some quick initiative methods:
a) DM roll it via computer program
b) Delegated to a player for tracking
c) Small magnetic board used
d) DM has one initiative roll for all the monsters, so all the players effectively go as a group (in any order they wish, since delays action could allow this anyway).
5) The next person in initiative order is alerted before his turn (so he can be ready with an action, or even have the attacks already rolled)
6) Players that are not ready should allow the next person to go (then jump back in when they are ready).
7) If used, have miniatures picked out before the game
8) I agree: Tact-tiles are truly excellent.
9) A wire 20' radius template (from Steel Sqwire) has proved itself to be even more excellent for me.
 
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werk said:
I recommended this in a previous group and after using it maybe three times, was asked to not bring it back. (I used a digital Scrabble timer - three minutes)
I can see how those things can be rude (and rudeness isn't usually fun). If you have a slow player, I feel it would actually be less rude to just move on to the next player after any hint of hesitation (while assuring the skipped player that he can jump in at any time). A good DM should know to do this automatically, but if not the players themselves can start doing this automatically to speed things up.
 

Infiniti2000 said:
The moving board is very very useful though, especially when you have limited space and a huge battlefield.

Btw, I just ordered a set of tact tiles this week. So, they should be here for Sunday's game.

Plus, if anyone wants them, now is the time to order. The last production run has a small error in it (the lines on one side of the board are 1/16th inch off the other side of the board), so the company is giving either a discount or free tiles. If you do not mind a slight imperfection, now is the time to buy. ;)
 

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