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| #1RCanineMay 24, 2015 10:05:22 | So I DM'd my first adventure with spellcasting monsters yesterday and it was rough. There were four monsters, levels 3-5, and each had 5 spells plus cantrips. I had a general idea of what most did, but didn't have the details handy (I like to DM on an iPad with just the adventure and the rules PDFs (basic rules, ALPG, State of Mulmaster), dice and some 3x5 index cards. It works really well, except when I have to decide between scorching ray and fireball or remember what expeditious retreat does, exactly.
How do you guys do it? Do you just pause the game and flip through the PHB to find what you need?
A lot of people malign 4E, but having self-contained stat blocks was very nice, in hindsight. |
| #2AinulindalionMay 24, 2015 10:23:10 | I purchased all the spell cards, and when I'm prepping, I make a list of all the spells the monsters could be casting.
Then I pull those spell cards and stick them into card sleeve pages. It's rarely more than 2 or 3 pages worth, at the most.
That's a rather expensive option, though, for many people. And finding the spell cards in a store isn't always the easiest thing either.
I also run from a physical notebook, though: printing out the module, a second copy of the monster stat blocks, and a second copy of any maps included.
Downside, I spend about 6 hours prepping a 4 hour module. But then I save everything in an expandable multi-pocket file folder, so if I have to run that module again, prep time is about 10 minutes, plus whatever time it takes to find minis - usually 20 minutes or so.
But yes, the self-contained stat blocks made everything so much easier for those purposes. I miss those. Downside to that, though, is that spell caster monsters would have much larger stat blocks.
I wonder if it would be possible for the AL to start including the descriptions of any spells used in a given module at the end of the module. |
| #3shaterbaneMay 24, 2015 10:38:12 | It's a lot easier now that I've purchased the GF9 spellbook cards. Before that, during my prepwork, I'd copy down the list of spells they have for quick reference, and then type up the spell descriptions for all of them and paperclip the whole clump together. I also use a fillable pdf version of the GM screen tents for initiative and stats, so everything I need is right there quickly available.
My tablet (cheapy walmart $50 RCA thing) is too small to be useful at the table, and I'm old, I like paper. |
| #4CoreyartustheSecondMay 24, 2015 11:30:33 |
To echo Ainulindalion, I, too, do a lot of prep. I purchased the spell cards as well, and scan them into a document so I can print out all the particular relevant spells so I have them in one place. Then I take the Player Supplement pdf and put it in Photoshop so I can add the descriptions from the new spells as well.
I then take those spell sheets for each spellcaster NPC and put it in a binder with a printout of the mod, to which I add NPC and monster image prints that I find on the interwebs (Pinterest is a great source for those) in sheet protectors.
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| #5imaginaryfriendMay 25, 2015 6:51:47 | Practice, practice and more practice. At the height of LG (i.e. 3-3.5) I would only very rarely have to look up a spell, and I will get there again with 5e. Untill that time, spell cards or especially a spells app on a tablet or phone can be a real help. Either way it comes down to prep, checking the availble spells, determining situations where which combo will work best, etc. Do it enough and you will learn the spells and tactics by heart no matter the situation.
Also, keep in mind that not every spell cast needs to be optimal, pick a few safe choices from the list that are always good and when pressured for time, use one of those to safeguard the flow of the combat. That is what I try for anyway, doesn't always work, yet. And Sure, still have to look up some detail now and then. But less and less.
Oh and what also helps, build encounters with spellcasting NPC's. Even if you cannot use them while only DM-ing AL, it will go a long way to building ingrained spell knowledge and understanding.
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| #6QwertyAzertyMay 25, 2015 7:18:19 | When you prepare, create small indes card with the detail of each spell: Concentration yes/no duration, range, casting time, and a 1 line description. Like fireball deal 8d6 damage wiuthin 20ft raidus. Scorching ray 3 rays with spell attack roll dealing 2d6 damage each.
If your monster have a special ability (like the sorcerer elemental afinity allowing him to change a psell add it to the spell description: So Schorchign ray would become 3 rays with spell attack roll dealin 2d6+Charisma damage each for example. |
| #7BRJNMay 25, 2015 13:29:11 | I ran the second half of HotDQ Ep8, and I wrote up ahead of time what I wanted each major player to do for the first three rounds. Look up everything at home; at table you only need to check the spells / powers you want to actually use. (Glazhael: R1 flyby Multiattack somebody. R2 Breath a group. R3 Multiattack whoever hurt it the most, use XL Reach if needed.)
Normally for PCs I recommend typing up (not cut-and-paste) the full text of your spells - my Paladin8 now has a 3-page-long "Spell Scroll" - but I'm not sure a throwaway enemy will be worth that much work. Probably read over the spells carefully and take functional notes so you can 'do' the mechanical stuff quickly. Designate somebody to be Rules Look-up-er and let them worry about the fluff part, if needed.
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| #8Rya.ReisenderMay 29, 2015 5:21:10 | I use the player basic rules to look up spells.
In case one of my players wants to prepare a spell that's not covered by the basic rules, I allow it and try to memorize that spell and note the most important points down somewhere for quick access. I don't need to care about non-prepared spells and you can really only prepare so many. Plus half of my players use the basic rules and not the PHB too, so there are only very few spells I need to memorize. |
| #9shivafangMay 31, 2015 6:44:54 | I'm having this problem as well, and I'm running PotA - which is a very sandboxy campaign. I can't always prepare because I don't know which clues my players will flollow and which way they will go. I could 'railroad' them, but that takes the fun out of the sandboxy campaign with multiple endings! The order players do stuff in matters and if I railroad them I deny them the eperience of their own choices mattering. |