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| Mommy was an Orc11-18-06, 08:22 PM | Now, this thread is more about the organization techniques that players use, rather than actual item buys. I'm curious to know what other people do to make sure that they're on top of their game and I'll list several things that I do: Use a computer-generated character sheet. There's a couple of advantages to this - you can play through various scenarios about how you'll build your character. It keeps track of your skill points and feats for you and some of them will generate a very nice quick summary of your abilities. I use and love Heroforge for this. Make a Tent - I try to make tents(piece of paper folded over, says something about your character) to represent major facets of combat. My Bard has a tent that lists Bardsong bonuses. I also have another one that gives a quick description of the character in question, usually some sort of picture, that folds over to reveal a list of things I should remember. My Bard has about 4-5 +2 Circumstance bonuses to Charisma skills, all of which occasionally come in handy. Things to remember: Curses/Blessings Odd bonuses to skills Things I'll use once a day and likely forget otherwise. Smite, Stunning Fist, Bracers of Quickstrike, etc... If I'm going to a Con, I'll make a buy list of items that I want ASAP. That way, I've got an adventure access item and I'm playing Midnight Madness, I don't accidentally lose it due to lack of sleep. I also try to bring enough dice of a particular color to represent all of a possible attack - if I've got a character who shoots arrows for 1d8+2d6+1d6 Sneak damage in certain circumstances, I'll try to have say a clear 1d8, 2 clear 2d6, 1 white 1d6, a clear d20, and a clear percentile die to roll. If I have 3 of those attacks in some circumstances, I'll try to have another 2 sets of those dice. That allows me to mass roll my attacks all at once. What are things you've seen people do or you've done? |
| UMiskatonic11-18-06, 08:59 PM | Ah, this is a good thread. Thank you. A similar thread for judges probably wouldn't hurt. I have seen some extraordinary work put in by members of the community. The top goes to the gentleman in Veluna, Lynn?, who ran the Reaping for me. We played in a six level dungeon, all of which was pre-drawn out. Two of those levels were filled with 3-D walls, all monsters had been custom built to represent the actual thing we were fighting at that APL, and the player handouts had been converted into 3-D visual aids. While I think you can still have fun with less, I recommend the following. 1) Write out your common combat options. If you have Power Attack, you shouldn't need to calculate anything at the table. Write all the different amounts out now, tonight, and bring it with. For all the weapons you are likely to be using. 2) If you are a spellcaster who casts spells on others, write those out as well. I use 3x5 index cards with spell effects, like aid, haste, etc, and hand them out during play. Cards that effect the whole table, like bless and bardsong can be placed on the battle mat. 3) If you are a druid, then may Obad-hai bless you. You have dozens of things you could turn into, and dozens more to summon. Have those stats with you. All the time. They are available on the LG-Druids list for free. If you're likely to have augment summoning or animal growth working, then figure that out now as well. 4) When I'm at a con, I'm often crunched for time between slots. I'll generally 'level' any character who is close, and write the changes on a post-it note. Then, I'll know that I've got 6 more hp, + 2 Concentration, and +1 reflex save coming my way. You can pick out spells in advance as well. 5) If you've got scribe scroll, write out a few MICs in advance. Stick them in as needed, and have a few spares. Less important for Craft anything bigger, but still useful. 6) I agree about the table tent. People laughed when I wrote REMEMBER TO DODGE on the back of my tent, but it works. No one complains when I'm effective in combat. For consumables, I usually make a series of boxes, and check them off as they are used up. Fast and easy, even when sleep deprived. 7) I've usually got a shopping list for most of my characters as well. Not super involved, but my halfling with an 8 STR had 'Haversack' written down. I'll note things down as I play too, like 'Need bow, ASAP'. 8) I usually have this in my head, but it can help to either have a picture, or to write a description of your character. You'll be introducing yourself in the future, so why not be ready for it? 9) Ema's character sheets are quite good, especially for spells. Other swear by heroforge. If you know a program that has a setting for the Core spell list, please post it. |
| kenobi6511-18-06, 09:05 PM | Great thread, MWaO. I don't have a lot to add, other than HeroForge is a godsend, and it has a setting on it for the LG rules and allowable items. And, if you're doing things like Bless, Inspire Courage, etc., a table tent with those bonuses, so everyone can see it, is a great idea. |
| Japangirl11-19-06, 02:54 AM | Have a list of mods you've played and mods you want to play before they retire. Otherwise, you'll miss something or try to muster for a table that you played almost two years ago and forgot you played. This is especially useful at cons for the Midnight Madness sleepiness. |
| Siriak11-19-06, 08:30 AM | These are all great suggestions and I have used many of them in the past. The only thing I would add is that I have an Influence/Favors/Enmity/Access logsheet that I keep with each character. It is basically a running tally of, well, all the access, favors, and enmities the character has earned. It is really not that hard to do if you start this list when the character is first level. Anyway, this comes in really handy especially when a character has been around a few years. I review my list before each round, if possible, to refresh my memory. That way I remember all those sacred bonises if you call out someone's name, luck reroll's and other such boons that most characters acquire over years of play. This can be a lifesaver. I also include a summary of my metaorg benefits and a brief description of my character. I read this sheet and I am ready to go! |
| Swiftbrook11-19-06, 12:18 PM | Just a few suggestions to add: 1) I'm working on making some 3x5 cards with certain actions/situations. For example, during the surprise round it seems like I personnaly am surprised. I rarely do the "best" thing I can. I have yet to remember that my archer can do many shot. So I'm going to create a cheat. Surprise: many shot, Surprise: .... etc. 2) I also use a log sheet. I have check boxes for various favors and also for my archers amunition. Use three silver arrows, check, check, check. No more looking around to see which AR has the Free Standard Upkeep in Greyhawk. After the game, I just update my ARs. 3) I use both sides of my Table Tent. The table side has info on my character, a picture and important things that the DM needs to know like my Ranger's favored enemies. The back side has my saving throws, standard attack information, standard skill checks, etc. all set to go. 4) Bring a mini if you got one. 5) Bring a notebook. I'm going to start writing down some of the undead monsters my character has successfully defeated and their weaknesses. I may know these things, but if my character has defeated a skeleton before, then he knows that bludgenoning weapons are more effective and I sholdn't need to roll another knowledge check for that. Note: I like notes and reams of paper :-) -Swiftbrook |
| paigeoliver11-19-06, 12:32 PM | For my Marshall I keep a set of cards for Marshall Aura bonuses. I keep a separate card for every possible combination of bonuses. That way my fellow players only have to look at one card. I also explain to the GM that I will handle my Marshall auras via the cards, that way I am not constantly announcing them, announcing the switches, etc. I just switch the cards. |
| SirApropos11-19-06, 10:43 PM | I do something similar for my Marshal Auras and it does help tremendously to remind both players and the DM which ones are active. I use the thicker single Baseball Card holders for my Auras cards and other Spell Effects so they can easily be switched and also travel well. I've seen others use Laminated versions of these. |
| SirApropos11-19-06, 11:00 PM | Something else I find useful is to have a list of frequently encountered Conditions available for quick reference. You can cut and past them from the SRD for personal use and I like to print mine out and cut them on 8.5x5.5 sheets. This keeps you from having to look things up in the PHB/DMG. Things like Ability Damaged Confused Cowering Energy Drained Exhausted Fatigued Frightened Nauseated Panicked Paralyzed Shaken Sickened Stunned |
| JohnduBois11-20-06, 09:57 AM | Things I do: 1. Character tent including my name, character name, classes and levels, home region, and Charisma score. 2. For PCs with special stuff (Power Attack, Whirling Blade, bard songs, etc) I have a special tent. 3. Spellforge for spellcasters. I've abandoned HeroForge because it isn't as customizable as I like (I've switched to MetaCreator instead), but having my entire spellbook/spell list on one sheet of paper is 18 different kinds of awesome. 4. Initiative card with things like Init, HP, AC, senses, curses, etc. that I hand to the judge right away when the mod starts. I don't put all my stuff on there, like "You ate halfling, so take -4 to Diplomacy vs. Halflings" but things like "Iuz wants to kill you do badly that he casts spells on his minions to do so" and "You really ****** off the awakened cat, so cats target you above and beyond anyone else" go on my card. Things I'm thinking of doing: 1. DMG2 Stat block for all characters. They're incredibly easy to navigate. 2. Magnetic spell cards and a board of some kind to put them on (maybe even just regular card stock and a document holder). I saw a guy do this at a con this past weekend for things like Mage Armor, Haste, etc. and it worked brilliantly. |
| solbergb11-20-06, 01:39 PM | For melee/archer types WRITE OUT YOUR ATTACK AND DAMAGE MODS!!! (and update them as buffs change them). I can't stand waiting for others to laboriously recaclulate their plusses over and over each round, forgetting between rounds. This is especially true if you like power attack and are math challenged. Keeping a running total of AC is also good. These numbers WILL shift around a lot. Most other things aren't that important although having a die-rolling strategy once you get multiple attacks to get the hits and damage added up fast is a good idea. For spellcasters KNOW YOUR SPELLS. I don't care how you do it - cheatsheats, index cards etc, but you should never, ever have to crack a rules book in play for any spell you normally cast. For prep casters, I'm more forgiving of a spell you can't normally do but is needed for the module. Prep casters though need default spell lists so they don't hold up play when the mod starts without information. For summoners/shapeshifters STATBLOCKS. Don't play a summoner if you ever have to open up the monster manual to play your character. Pick any other action other than summon or shapeshift. Summoners and shapeshifters have all the problems of melee types who can't add up their attack mods and spellcasters who don't know their spells rolled up into one character. You may have so many actions with summoned monsters that you need help rolling all the dice. For high APL play Have a sheet with all your one-time "oh crap" favors. All your rerolls, weird little spell options, get-out-of-death and cheap raise cards. At low levels you might be able to remember it all and your AR stack is not that large if you have to hunt it down. At high levels, in the heat of a near-TPK...you don't want to be shuffling AR's. for Social modules A brief list of any favors you have that might apply in this region is a good idea. If at a convention and about to level Prepare a higher level character sheet BEFORE arriving at the convention. Annotate it with new magic items or any changes you made in your plan based on convention events. (This backfired on me last time, as I got a favor that totally changed my build plan during the convention. But that's rare) I also like table tents so I don't have to remember names, miniatures that kind of look like your character and those steel-area-effect hollow templates. |
| amnuxoll11-20-06, 02:17 PM | I've abandoned HeroForge because it isn't as customizable as I like (I've switched to MetaCreator instead). For anyone else who is using Metacreator, John and I maintain a set of LG specific customizations for it and are happy to share/collaborate. HeroForge is a fine program for most folks. MetaCreator is for the professionals: much more customizable and also a lot handier for module authors. :AMN: |
| Mommy was an Orc11-20-06, 02:38 PM | I actually get a little bit on the suspicious side when I see this happen, especially when it is an unusual spell or creature. Yes, there's people who know their stuff inside and out, but there's more people who don't and they act roughly the same. I think the more important thing is be able to resolve the weird aspects of your spell without delaying the game. In other words, while you're waiting for everyone else to go, get to the essential reference necessary to do your action and have it ready to show in case there's a question about how it acts. In my case, that means I open up the rulesbook - Spellforge is nice in that it includes the book numbers for you, so you can just turn to the page. That way, when the DM is wondering how the spell works, you can just hand it to him, rather than have him open up his rulesbook to double check. By the way, does anyone know of a good resource for Summon Monster(or Nature's Ally for that matter) where it is assumed that you have Augment Summoning? For spellcasters KNOW YOUR SPELLS. I don't care how you do it - cheatsheats, index cards etc, but you should never, ever have to crack a rules book in play for any spell you normally cast. For prep casters, I'm more forgiving of a spell you can't normally do but is needed for the module. Prep casters though need default spell lists so they don't hold up play when the mod starts without information. For summoners/shapeshifters STATBLOCKS. Don't play a summoner if you ever have to open up the monster manual to play your character. Pick any other action other than summon or shapeshift. Summoners and shapeshifters have all the problems of melee types who can't add up their attack mods and spellcasters who don't know their spells rolled up into one character. You may have so many actions with summoned monsters that you need help rolling all the dice. |
| UMiskatonic11-20-06, 03:09 PM | Check the LG Druids Yahoo group. I believe it's been done for you, at least for the Nature's ally spells. Cheers, UMisk |
| Mommy was an Orc11-20-06, 03:37 PM | Check the LG Druids Yahoo group. I believe it's been done for you, at least for the Nature's ally spells. Cheers, UMisk I don't want the Nature's Ally spells particularly, just the Summon Monster - the Nature's Ally would be a good resource, but Summon Monster is what my level 2 Wizard is going to focus on...be nice if someone already had done all the work and posted it... |
| solbergb11-20-06, 03:54 PM | My solution for the noncore spells the DM wants to see is to have photocopies ready. For core, ok yeah, we'll crack a rulebook. I'm talking about the player understanding the spell. If the DM wants to double check, that's going to need more effort than your own shorthand notations of effects or your encyclopedic memory. FAQ rulings affecting common spells you use are also very good to have handy, photocopied/printed out. |
| Howie2311-20-06, 04:35 PM | I don't want the Nature's Ally spells particularly, just the Summon Monster - the Nature's Ally would be a good resource, but Summon Monster is what my level 2 Wizard is going to focus on...be nice if someone already had done all the work and posted it... I have the low level Monster Summoning w/Augment done (I, II, maybe III?). Reply direct and I'll send what I have. David |
| JohnduBois11-20-06, 11:07 PM | I actually get a little bit on the suspicious side when I see this happen, especially when it is an unusual spell or creature. Yes, there's people who know their stuff inside and out, but there's more people who don't and they act roughly the same. I think the more important thing is be able to resolve the weird aspects of your spell without delaying the game. In other words, while you're waiting for everyone else to go, get to the essential reference necessary to do your action and have it ready to show in case there's a question about how it acts. In my case, that means I open up the rulesbook - Spellforge is nice in that it includes the book numbers for you, so you can just turn to the page. That way, when the DM is wondering how the spell works, you can just hand it to him, rather than have him open up his rulesbook to double check. By the way, does anyone know of a good resource for Summon Monster(or Nature's Ally for that matter) where it is assumed that you have Augment Summoning? I've got the first three levels of Summon Monster. PM me for them. |
| paigeoliver11-22-06, 01:02 AM | Oh, and for my Archer I have a little plastic box with a clear lid that has little cubby holes in it, and each cubby hole has all the dice for an archer attack in it, and there are enough cubby holes to allow for being hasted. So when I attack I just shake the box and have all my numbers right there. |
| budleiser11-22-06, 08:49 PM | Highlight AR: Any useful favor or item I highlight so I I can quickly scan AR's when needed. Put figure on dice cube to represent when im flying, leaving the lid off I can still hover above other peoples figs without messing up the map. |
| Morgen11-23-06, 04:08 AM | I was working on a series of note cards to toss out onto the battle map when I or someone else casts certain buffs to help people remember they were cast. Things like Haste or Bless or Heroes Feast mostly. List the type of bonus and what kind of bonus it is (like a +1 dodge bonus to AC instead of just saying +1 AC.) Left a space for some dice to sit on it to indicate the durration. Something to do between long rounds of a tough combat, hehe. |
| Reska11-23-06, 11:08 AM | I was working on a series of note cards to toss out onto the battle map when I or someone else casts certain buffs to help people remember they were cast. Things like Haste or Bless or Heroes Feast mostly. List the type of bonus and what kind of bonus it is (like a +1 dodge bonus to AC instead of just saying +1 AC.) Left a space for some dice to sit on it to indicate the durration. Something to do between long rounds of a tough combat, hehe. Here's a link for you then. http://www.trilemma.org/LG/ |
| Hand_OF_Mystra02-19-07, 04:10 PM | Here's a link for you then. http://www.trilemma.org/LG/ Thanks for the cards. I think I will print out the buff cards (I already use the status cards from TOGC http://www.theothergamecompany.com/) I have also hand altered their SNA cards (in the monster set) so that I have cards for all my augmented summons. In SpellForge, I have color-coded my buff spells by bonus type, so that I can see what stacks at a glance. I also color code my skill lists (I use Heroforge). For every modifier for a skill (such as +2 to all CHA skills in Keoland), I color highlight that skill(s)'s cells. On page two of my character sheet, I have the explanation highlighted in the same color (I have a PC with +14 in conditional skill points). I also use this to note skills that get augmented from upkeep and favored enemy (on my ranger). Jim Cummings |
| Bold02-19-07, 06:15 PM | By the way, does anyone know of a good resource for Summon Monster(or Nature's Ally for that matter) where it is assumed that you have Augment Summoning? You can find the Augmented Summon Monster stats (http://games.groups.yahoo.com/group/LGWriters/files/Writer%20Resources/) (for Summon Monster I to VI) in the Files section of the LG Writers Group (http://games.groups.yahoo.com/group/LGWriters/). Look for ASM.zip (http://f1.grp.yahoofs.com/v1/8CvaRWFUgnvES6S0CGdjJ3d2OJrXPwQPxmJv6dbe FXf8OpKlka9VAmx33ulmUneB68avUBOJtk9P6XCU H3Tu-Cmbj1v1Lrbj/Writer%20Resources/ASM.zip). And as others have said, you can get the Augmented Summon Nature's Ally stats (http://games.groups.yahoo.com/group/LG_Druids/files/Druidic%20Aids/Summoner%27s-R-Us/) in the LG Druids group (http://games.groups.yahoo.com/group/LG_Druids/). |
| Gaelforcwynd02-21-07, 09:24 AM | Now, this thread is more about the organization techniques that players use, rather than actual item buys. I'm curious to know what other people do to make sure that they're on top of their game and I'll list several things that I do: Use a computer-generated character sheet. There's a couple of advantages to this - you can play through various scenarios about how you'll build your character. It keeps track of your skill points and feats for you and some of them will generate a very nice quick summary of your abilities. I use and love Heroforge for this. Make a Tent - I try to make tents(piece of paper folded over, says something about your character) to represent major facets of combat. My Bard has a tent that lists Bardsong bonuses. I also have another one that gives a quick description of the character in question, usually some sort of picture, that folds over to reveal a list of things I should remember. My Bard has about 4-5 +2 Circumstance bonuses to Charisma skills, all of which occasionally come in handy. Things to remember: Curses/Blessings Odd bonuses to skills Things I'll use once a day and likely forget otherwise. Smite, Stunning Fist, Bracers of Quickstrike, etc... If I'm going to a Con, I'll make a buy list of items that I want ASAP. That way, I've got an adventure access item and I'm playing Midnight Madness, I don't accidentally lose it due to lack of sleep. I also try to bring enough dice of a particular color to represent all of a possible attack - if I've got a character who shoots arrows for 1d8+2d6+1d6 Sneak damage in certain circumstances, I'll try to have say a clear 1d8, 2 clear 2d6, 1 white 1d6, a clear d20, and a clear percentile die to roll. If I have 3 of those attacks in some circumstances, I'll try to have another 2 sets of those dice. That allows me to mass roll my attacks all at once. What are things you've seen people do or you've done? I didn't read all the replies, but I could add REMEMBER YOUR META-ORG CIRCUMSTANCE BONUSES! :) |
| sibyl02-23-07, 10:06 PM | A friend of mine has a small white board (locker sized, she probably got it during a back to school sale) that she uses to indicate temporary boosts for her character (attacks, saves, etc), and to track hit point loss/gain. It gets wiped between combats. Its very useful to her becuase it reduces the number of sheets of paper she has to carry around. I have print outs of all the wild shapes my Druid can do (although I have to print new ones for the new LGCS - the hit points have changed). I have spell sheets for all my casters and try to pre-prep spells whenever I can. know what most of my most commonly cast spells do, but I can't memorize them all. I usually try to anticipate the spell I'm going to cast next, and if I don't know it well enough I look it up while everyone else is taking their turn. When its mine, I have the reference right there. Same with my Cleric. I roll all attacks and damage at once (using obviously differently coloured dice), unless the DM is really opposed to that. I use the same dice for the same things all the time (red is primary, purple secondary for the fighter; the cleric uses the pink cow dice, the druid has the green/purple dice and her snake the plain green, and the favoured soul gets the blue dice). I've seen people who use Enlarge a great deal have two different sized minis for their figs, one the 'standard' them, the other the Enlarged version. Using the base of a dice cube and putting your mini on that also helps to represent being Large. Otherwise - great ideas. I hadn't thought of using a dice cube sans lid for flying before, but I will now. |
| LGMoses02-24-07, 01:09 AM | yes, several of my players are fairly new and i'm having to teach them to stat the stuff they summon first. *sigh* They're learning though. |
| hynter02-26-07, 11:40 AM | People laughed when I wrote REMEMBER TO DODGE on the back of my tent, but it works. It didn't work for me. I wrote DODGE in big letters all over everything I used with the character and STILL forgot to declare a dodge buddy the first time I acted in each combat. What finally worked for me was a small token I place on the board next to my character. When I move the fig around the board, I move myself, then the dodge buddy token. When people ask what the token is, it again reminds me to use the feat. |
| trollbill02-26-07, 02:28 PM | Yeah, my Sorcerer gets various circumstance modifiers when dealing with: Druids & Follower in Sheldomar Valley Followers of Ulaa Followers of Pelor Non-evil denizens of the Azure Sea Residents of the Principality of Ulek Commoners of Seldomar Valley Anyone in the Seldomar Valley Good Giants Church members of Dwarven Pantheon Principality of Ulek Military Against forces of the Pomarj Goblinoids and Orcs I had to create a chart for all of them. I also have: a list on all NONC magic items I have non-adventure access to. an expanded equipment list because it doesn't fit all on the character sheet a spreadsheet of all my spells that automatically calculates all variable effects by simply putting in the Caster Level and DC modifier. |
| duhtroll03-01-07, 03:31 PM | Lots of good ideas here - so I'll add one of my own. www.conflictchips.com They are poker chips which fit nicely as large bases for animals and other creatures like horses, with the stats printed right on them. They have a few different sets -- one for druid summons, one for other summons, one for spell effects like air walk, enlarge, grease, one set for templates like fiendish and celestial as well as augment summoning. He even recently came out with a set for the tan bag of tricks with an actual bag -- you just reach in and draw a chip. And we also had two events play in our region that gave access to this item so it was perfect timing. They really save space when packing for cons when space is at a premium, like when flying to a con. This is a guy who is doing this on his own - it's not a retail storefront. I have no vested interest in letting people know about this and I am not a vendor. Just FYI for all who will find this as cool as I did. |
| Gaelforcwynd03-16-07, 11:33 AM | Something else to keep in mind. Pay 50 or 100 gp per TU for Lifestyle and Upkeep and gain +2 or +4 circumstance bonuses on Bluff, Diplomacy, Gather Information, Intimidate, Perform, Profession and Sense Motive checks respectively. |