Ways You Simplify Your D&D Game?

I don't bother with spell components unless they cost more than about 100 gp. They're pointless anyway.
I use encumbrance but I basically just say "you're carrying too much"
I don't apply the 20% XP penalty for too much multiclassing. The penalties for multiclassing are enough as they are.
I normally let players with 2 attacks or more make them at the same time to speed things up. The only exception is in a 1-on-1 duel.

These days, the game is 'simplified' even more by sitting around watching DVDs and eating pizza.
 

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We don't track encumberance, don't use multiclassing penalties, use 25-point buy, fixed hit points per level and fixed starting funds at 75% of maximum for the class (don't really know if those three are for simplicity, though - I just don't like random rolls in character management).

In addition, we don't track rations (assume you have a week's supplies if it becomes necessary to know), food and lodging costs, mundane ammunition (still have to track masterwork/special materials/magic arrows), or values less than 1gp. So, if your character wants 5 candles, you can assume you get them easily enough. (These apply as early as 1st level, by the way.)

Obviously, these rulings require a level of understanding between player and DM. Just because I'm willing to overlook small-value items doesn't mean you can have your character pick up 5 candles at each and every village you pass through and then sell them in bulk to make money. Nor can you casually carry out a man-sized gold statue from the dungeon. Oh, and it cuts both ways - if a group of four characters finds 403 gp, then each gets 100 gp. The fractional gold pieces are just lost. Assume it's beer money, or something.

Ah, one more thing we've been doing recently. As the party reached higher levels, they are making a lot of use of wands of cure light wounds. Of late, we've simply been totalling the damage taken by the party as a whole, dividing by 5.5, rounding up, and taking that as the number of charges used. This is slightly more efficient (in terms of charges) than rolling the dice, or even than working out a number of charges per character, but it saves a lot of time. (In case you're wondering, I'm the DM of the group, and encouraged this use of low-powered wands. Anything that reduces the perception of the Cleric as a one-note healing class is a good thing, IMO.)
 

MoogleEmpMog said:
If you play a spellcaster, you must have every spell written out on an index card or it will fail and you will lose an action point for wasting the other players' time.

Wow, that's a lot of index cards for the poor Cleric.

MoogleEmpMog said:
All abilities must be clearly noted (in shorthand if need be); you never need to open a book at the table or else.

While in initiative order, speak only on your action or when questioned by the GM or the active player.

I don't think I'd want to play in such a game. I play to hang out with friends and have fun. These rules seem to sacrifice the fun in favour of the game, which seems the wrong way around.
 

delericho said:
I don't think I'd want to play in such a game. I play to hang out with friends and have fun. These rules seem to sacrifice the fun in favour of the game, which seems the wrong way around.


Agreed. This seems a bit more like going to work than to a game. If the players are down with it and having fun, however, then more power to em.
 

Turanil said:
C&C :)
But in the end I went a step further and now will run C&C.

Simplier yet, Savage Worlds Suddenly the difference between magic missle and a huge fireball is the power points you spend. :)

Ahem. Back on OT.

On the time saving side for DnD GMs, use pre-statted NPCs whenever possible. Don't be afraid to mix and match new descriptions of monsters, NPCs and spells. My players though the "cybernetic arm w/punch dagger" was awesome. It was simply a +1 spellware sword.

With creative new descriptons, templates are a beautiful thing.

Never rush the players. If they are having fun with your intro to a module, let it ride. That's a few combat encounters you don't have to deal with.

Give a flat XP bonus of some sort every week, modified by how much fun everyone had. Suddenly combat won't be that important anymore.
 

delericho said:
Wow, that's a lot of index cards for the poor Cleric.

The cleric doesn't have to bring all his cards - just the ones he wants to use.

Anyway, the group doesn't have a cleric. ;) For most of the game, I simply banned spellcasters outright, only allowing them since I came to the index card epiphany.

delericho said:
I don't think I'd want to play in such a game. I play to hang out with friends and have fun. These rules seem to sacrifice the fun in favour of the game, which seems the wrong way around.

Hang out with fourteen friends and attempt to have more than one round of combat.

I actually don't mind OoC chatter, provided it's not directed at the GM or the active player. Even with these rules, players burn more action points interrupting the flow of the game than actually taking actions. :(
 

As above...

I simplified my game and made the game much more fun as the DM by switching to C&C BUT

I use the portions of 3.X that my players really like.

Look, I'm a very vocal advocate of C&C, but I realize that most players really love 3.X. That's cool. I played countless hours of it myself before switching, but if you're really looking for a way of simplifying your game, I'm telling you C&C is your ticket. Just consider it your House Rules for 3.5.

Here's how I've tackled the more complex elements of 3.5 for my Bride of 3.5 C&C game:

Feats Most players like 'em so they're in, we just simplified the Core as a model for all others and convert those on the fly as needed. Monsters don't get 'em so the DM's job is made much simpler.

PrCs Bleh, hate 'em and they've always had a negative effect on my campaigns in the past anyway so good riddance. You could easily add them in if you wanted, but since you're trying to simplify...

AoOs Gone.

Skills Gone and we've never missed them. Add them back in if you like, but after a session or two you'll find that a little logic and the SIEGE engine is an adequate replacement.

Ability Boost at 4th, 8th. etc. Kept it in and no harm at all.

All told, I've got a two page houserule document that lays everything out and makes for a very simple game that's somewhere between the two systems. My prep time is greatly reduced and I can use pre-stated NPCs from... ANY VERSION of D&D. How cool is that?

So if you're looking to simplify, take it from me, I've been running this game in one form or the other for over 27 years now. The move that I made to marry the best parts of 3.5 to C&C made the game a lot simpler and more enjoyable for me and my players, and much more satisfying for myself as the DM.

On a side not, I noticed that you're also playing M&M which is an absolute gem of a system IMO. Have you considered Blue Rose or True20, both of which I'm given to understand are somewhat derived from M&M.
 

MoogleEmpMog said:
If you play a spellcaster, you must have every spell written out on an index card or it will fail and you will lose an action point for wasting the other players' time.
I play a 14th level mystic theurge. Do you have any idea just how many spells are available to that character? Finding them in the stack of index cards you require would waste far more time than looking them up in a book.

(On the other hand, I do note the source and page number for any non-core spell he prepares.)
 

scadgrad said:
On a side not, I noticed that you're also playing M&M which is an absolute gem of a system IMO. Have you considered Blue Rose or True20, both of which I'm given to understand are somewhat derived from M&M.

The same guy who runs M&M has Blue Rose as well. For now, I think we're not secure enough with our manliness to play a game entitled "romantic fantasy" (get some girls who want to join the game, though, and it would probably change in a hurry).

M&M is sure great, though. I haven't heard of True20- is that also Green Ronin?
 

Instead of buying expensive material components, we just mark off the gold when the spell is cast.
 

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