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What do you do to simplify or speed up your D&D/d20 game?
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<blockquote data-quote="Henry" data-source="post: 1848031" data-attributes="member: 158"><p>Initiative: I use Game Mechanics Initiative Cards. Those things are the most awesome development since polyhedral dice.</p><p></p><p>Damage Dice: Roll your damage and concealment dice (if any) at the same time as your attack roll. This really speeds up those players with multiple weapon attacks. I have one player of a Monk who actually rolls his next THREE ROUNDS of attacks before-hand, and lays them out for all to see. That works very well for him.</p><p></p><p>Short Stat blocks: And as I stated before, the players likely won't shoot you if some statistics are minorly fudged. It may be an issue in some gaming groups, but in mine it's really not. Most NPC's, with exceptions of major ones, are statted much like 2nd edition monsters:</p><p></p><p>all three AC's (touch, flatfoot, and regular), class and level, hit points, a save number (just one, usually a low-ball of their actual number), and attacks and damage.</p><p></p><p>a troll would look like:</p><p></p><p><strong>Troll</strong>: ac 16 (t 11, ff 14), giant 6, hp 63, save +4, claw +9 (1d6+6) bite +4 (1d6+3) rend (2d6+9). Regens.</p><p></p><p>To go the far side of the spectrum, A Pit fiend might look like:</p><p><strong>Pit Fiend</strong>: ac 40 (t 17, ff 32), out 18, hp 225, save +20, claw +30 (2d8+13) bite +28 (4d6+6, fort 27 or devil chills, fort 27 or d6 con/death) wing (2d8+6). Also, 18th level sorcerer & 18th level cleric, regens, DR 10/good+silver.</p><p></p><p>I know a pit fiend is not a level 18 sorcerer and cleric, but that covers most of their abilities and spells they can throw, plus allows room for a few surprises besides their normal abilities. Who says that ALL pit fiends have blasphemy and meteor swarm, and not power word kill and shapechange? They're only going to use a few abilities anyway when the players attack, so why stat all that out? If the pit fiend were going to be a major villain, then I'd stat him in full, pile on the enhancing magics before combat, plot tactics that maximized his abilities, etc. But Pit Fiend #3 from the left is getting a short stat block <em>(yeah, like I have games with multiple pit fiends as cannon fodder! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</em></p></blockquote><p></p>
[QUOTE="Henry, post: 1848031, member: 158"] Initiative: I use Game Mechanics Initiative Cards. Those things are the most awesome development since polyhedral dice. Damage Dice: Roll your damage and concealment dice (if any) at the same time as your attack roll. This really speeds up those players with multiple weapon attacks. I have one player of a Monk who actually rolls his next THREE ROUNDS of attacks before-hand, and lays them out for all to see. That works very well for him. Short Stat blocks: And as I stated before, the players likely won't shoot you if some statistics are minorly fudged. It may be an issue in some gaming groups, but in mine it's really not. Most NPC's, with exceptions of major ones, are statted much like 2nd edition monsters: all three AC's (touch, flatfoot, and regular), class and level, hit points, a save number (just one, usually a low-ball of their actual number), and attacks and damage. a troll would look like: [B]Troll[/B]: ac 16 (t 11, ff 14), giant 6, hp 63, save +4, claw +9 (1d6+6) bite +4 (1d6+3) rend (2d6+9). Regens. To go the far side of the spectrum, A Pit fiend might look like: [B]Pit Fiend[/B]: ac 40 (t 17, ff 32), out 18, hp 225, save +20, claw +30 (2d8+13) bite +28 (4d6+6, fort 27 or devil chills, fort 27 or d6 con/death) wing (2d8+6). Also, 18th level sorcerer & 18th level cleric, regens, DR 10/good+silver. I know a pit fiend is not a level 18 sorcerer and cleric, but that covers most of their abilities and spells they can throw, plus allows room for a few surprises besides their normal abilities. Who says that ALL pit fiends have blasphemy and meteor swarm, and not power word kill and shapechange? They're only going to use a few abilities anyway when the players attack, so why stat all that out? If the pit fiend were going to be a major villain, then I'd stat him in full, pile on the enhancing magics before combat, plot tactics that maximized his abilities, etc. But Pit Fiend #3 from the left is getting a short stat block [I](yeah, like I have games with multiple pit fiends as cannon fodder! :D)[/I] [/QUOTE]
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What do you do to simplify or speed up your D&D/d20 game?
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