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
Tricks to make your RPG experience better!
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="Noumenon" data-source="post: 4745721" data-attributes="member: 70102"><p>Hey, that's a good one, Pbartender! I always thought it was a great tip to write the players and monsters on index cards, and use those to keep track of initiative order. But what sometimes happens is I pull out the monster card to check its AC, and I skip part of the order.</p><p></p><p>I also have an "end of round" index card with the numbers 1 through 20 and a paper clip that I slide from number to number. If you cast blink in round 3, I write next to round 7 "blink ends," if you get poisoned I write in round 13 "bartender Fort 13." I can keep track of twenty-round combats that way, including the bugbears that are supposed to arrive on round 10.</p><p></p><p>I am a DM who draws the whole map in advance on a big battlemat, and I'm in good company; Beginning of the End from <a href="http://www.thealexandrian.net" target="_blank">The Alexandrian</a> does it too. He writes about the advantages:</p><p></p><p></p><p></p><p>The Alexandrian is also the place where I got the idea of rolling for initiative after combat, when things are low-key, instead of at the beginning of combat, when it kills the excitement.</p><p></p><p>Right now the thing I am most excited about is the <a href="http://www.rpgnow.com/product_info.php?products_id=29006&it=1" target="_blank">Fiery Dragon Counter Collection</a> I bought. All of a sudden instead of aquarium stones or Magic art that almost matches, I've got exactly the token for every encounter. Cool art for just about every monster in the MM and summoned monster. I can print out ten skeletons if I want instead of mix-and-matching minis.</p><p></p><p>I started out printing them on paper and sticking them to pennies, then I started printing them on 3x5 index cards, which were heavy enough all on their own. Then I started printing them in two rows and folding them in half so I have stand-up monster tokens a little shorter than a mini. If anyone wants the Word document I paste them into, I'll mail it to you. There are some free counters <a href="http://enworld.rpgnow.com/product_info.php?products_id=56039&filters=0_0_0_0&manufacturers_id=14" target="_blank">here</a> that you could use to try it out.</p><p></p><p>The trick I am most committed to that I don't expect anybody else to try out is putting everything on an index card. Everything! You put the monster's AC, its attacks, its resistances, its spell-like abilities, its round-by-round tactics. The downside is it takes a lot of time to figure everything out. The upside is, all that stuff is figured out! </p><p></p><p>I'm sure not capable of remembering and calculating how much AC a 6th-level cleric gets from <em>shield of faith</em> on the fly, or all the different bonuses <em>death knell</em> gives. Maybe a normal DM wings it, or figures out which spell to cast first and then looks it up in the PHB at the table. That seems momentum-killing to me. With all the tactical information on the monster's initiative card, you can play him as efficiently as the PCs are playing their characters. That means faster combat and more of your brain space left for description and improvisation.</p><p></p><p>Here's an example card for a <a href="http://i262.photobucket.com/albums/ii95/noumenon72/Cleric6b.gif" target="_blank">6th-level cleric</a> out of a module. The stats are on the front, the spells are on the back. Things I looked up that I never could have figured out in real time:</p><p>* The module just tells me he has a spell-storing dagger with <em>bestow curse</em>. It's up to me to figure out what save that is (Will) and what the DC is.</p><p>* He has a lot of spells I've never cast before, like <em>wind wall</em> and <em>death knell</em>.</p><p>* He has Combat Casting in the feat block. I put that +4 next to his Concentration skill because that's where I look when it's time for a Concentration check.</p><p>* He's disguised as a drow. I put a reminder to myself to pretend he's making spell resistance rolls next to each of his saves. I'd be sure to forget in the heat of combat (probably never would have thought of it either).</p><p></p><p>Now a lot of people are thinking I'm crazy for wasting that much prep time on pure crunch. I know it doesn't really make sense to trying to handle all the insane complexity of D&D 3.5 -- it would take a computer. But to me, it's really worth it! Two reasons:</p><p>* Monsters in 3.5 are built like PCs, with all the levels and feats. I didn't played that many PCs before I started DMing -- only two. So playing monsters in their true complexity is like building eight or ten new characters a week! It's fun.</p><p>* Monsters who really use all their abilities and master them are interesting and unique -- just like PCs. I don't want to be a <a href="http://blog.microlite20.net/2009/03/31/confessions-of-a-lazy-gm/" target="_blank">lazy GM</a> and run an entire campaign off one Orc statblock with different fluff, when I could be running something like a Salt Mephit who's got an entirely unique set of attacks and spells. Even if I have to do almost as much homework on those spells as a wizard needs to memorize them himself.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 4745721, member: 70102"] Hey, that's a good one, Pbartender! I always thought it was a great tip to write the players and monsters on index cards, and use those to keep track of initiative order. But what sometimes happens is I pull out the monster card to check its AC, and I skip part of the order. I also have an "end of round" index card with the numbers 1 through 20 and a paper clip that I slide from number to number. If you cast blink in round 3, I write next to round 7 "blink ends," if you get poisoned I write in round 13 "bartender Fort 13." I can keep track of twenty-round combats that way, including the bugbears that are supposed to arrive on round 10. I am a DM who draws the whole map in advance on a big battlemat, and I'm in good company; Beginning of the End from [url=http://www.thealexandrian.net]The Alexandrian[/url] does it too. He writes about the advantages: The Alexandrian is also the place where I got the idea of rolling for initiative after combat, when things are low-key, instead of at the beginning of combat, when it kills the excitement. Right now the thing I am most excited about is the [URL="http://www.rpgnow.com/product_info.php?products_id=29006&it=1"]Fiery Dragon Counter Collection[/URL] I bought. All of a sudden instead of aquarium stones or Magic art that almost matches, I've got exactly the token for every encounter. Cool art for just about every monster in the MM and summoned monster. I can print out ten skeletons if I want instead of mix-and-matching minis. I started out printing them on paper and sticking them to pennies, then I started printing them on 3x5 index cards, which were heavy enough all on their own. Then I started printing them in two rows and folding them in half so I have stand-up monster tokens a little shorter than a mini. If anyone wants the Word document I paste them into, I'll mail it to you. There are some free counters [URL="http://enworld.rpgnow.com/product_info.php?products_id=56039&filters=0_0_0_0&manufacturers_id=14"]here[/URL] that you could use to try it out. The trick I am most committed to that I don't expect anybody else to try out is putting everything on an index card. Everything! You put the monster's AC, its attacks, its resistances, its spell-like abilities, its round-by-round tactics. The downside is it takes a lot of time to figure everything out. The upside is, all that stuff is figured out! I'm sure not capable of remembering and calculating how much AC a 6th-level cleric gets from [i]shield of faith[/i] on the fly, or all the different bonuses [i]death knell[/i] gives. Maybe a normal DM wings it, or figures out which spell to cast first and then looks it up in the PHB at the table. That seems momentum-killing to me. With all the tactical information on the monster's initiative card, you can play him as efficiently as the PCs are playing their characters. That means faster combat and more of your brain space left for description and improvisation. Here's an example card for a [URL="http://i262.photobucket.com/albums/ii95/noumenon72/Cleric6b.gif"]6th-level cleric[/URL] out of a module. The stats are on the front, the spells are on the back. Things I looked up that I never could have figured out in real time: * The module just tells me he has a spell-storing dagger with [i]bestow curse[/i]. It's up to me to figure out what save that is (Will) and what the DC is. * He has a lot of spells I've never cast before, like [i]wind wall[/i] and [i]death knell[/i]. * He has Combat Casting in the feat block. I put that +4 next to his Concentration skill because that's where I look when it's time for a Concentration check. * He's disguised as a drow. I put a reminder to myself to pretend he's making spell resistance rolls next to each of his saves. I'd be sure to forget in the heat of combat (probably never would have thought of it either). Now a lot of people are thinking I'm crazy for wasting that much prep time on pure crunch. I know it doesn't really make sense to trying to handle all the insane complexity of D&D 3.5 -- it would take a computer. But to me, it's really worth it! Two reasons: * Monsters in 3.5 are built like PCs, with all the levels and feats. I didn't played that many PCs before I started DMing -- only two. So playing monsters in their true complexity is like building eight or ten new characters a week! It's fun. * Monsters who really use all their abilities and master them are interesting and unique -- just like PCs. I don't want to be a [URL="http://blog.microlite20.net/2009/03/31/confessions-of-a-lazy-gm/"]lazy GM[/URL] and run an entire campaign off one Orc statblock with different fluff, when I could be running something like a Salt Mephit who's got an entirely unique set of attacks and spells. Even if I have to do almost as much homework on those spells as a wizard needs to memorize them himself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tricks to make your RPG experience better!
Top