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	<title>Comments on: Blogging for GMs, Day 6</title>
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	<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-476</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 12 Oct 2005 03:30:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-476</guid>
		<description>(CJ) &lt;i&gt;We even record multiple round spell effects on the guard, then tick off the rounds every time the card goes by. Card gets too worn or lost? Throw it away! 10 seconds to make a new one.&lt;/i&gt;

What a good idea! I&#039;ve never been wild about initiative cards, but I&#039;ve never seen anyone use them that way, either. I like it.</description>
		<content:encoded><![CDATA[<p>(CJ) <i>We even record multiple round spell effects on the guard, then tick off the rounds every time the card goes by. Card gets too worn or lost? Throw it away! 10 seconds to make a new one.</i></p>
<p>What a good idea! I&#8217;ve never been wild about initiative cards, but I&#8217;ve never seen anyone use them that way, either. I like it.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-475</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Tue, 11 Oct 2005 20:00:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-475</guid>
		<description>I simply can&#039;t live without initiative cards (simply index cards in my case) when running d20.  It is so handy to take the card off the top and say who goes, foes mixed in with party members.  We even record multiple round spell effects on the guard, then tick off the rounds every time the card goes by.  Card gets too worn or lost?  Throw it away!  10 seconds to make a new one. :)

Heh, funny Frank should mention Champions.  I ran a Fantasy Hero campaign in the 1st/2nd ed. Forgotten Realms and used an alternate Hero rule for &quot;initiative&quot; to get some of that D&amp;D feel.  Roll your SPD (Speed) or less on a d12, you get to go this round.  Miss, add 1 to your try next time.  When multiple people get to go, use Dex order as standard Hero rules.

This is *very* exciting, especially when someone is dying.  You&#039;ve never seen so much excitement from not getting to act. It&#039;s the germ of an idea that I&#039;ve been exploring in a homebrew system.</description>
		<content:encoded><![CDATA[<p>I simply can&#8217;t live without initiative cards (simply index cards in my case) when running d20.  It is so handy to take the card off the top and say who goes, foes mixed in with party members.  We even record multiple round spell effects on the guard, then tick off the rounds every time the card goes by.  Card gets too worn or lost?  Throw it away!  10 seconds to make a new one. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Heh, funny Frank should mention Champions.  I ran a Fantasy Hero campaign in the 1st/2nd ed. Forgotten Realms and used an alternate Hero rule for &#8220;initiative&#8221; to get some of that D&amp;D feel.  Roll your SPD (Speed) or less on a d12, you get to go this round.  Miss, add 1 to your try next time.  When multiple people get to go, use Dex order as standard Hero rules.</p>
<p>This is *very* exciting, especially when someone is dying.  You&#8217;ve never seen so much excitement from not getting to act. It&#8217;s the germ of an idea that I&#8217;ve been exploring in a homebrew system.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-450</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 07 Oct 2005 15:27:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-450</guid>
		<description>Chris, everything in your last comment (#12) made me want to go &quot;Amen to that!&quot; Very well put -- and it makes me wish straight-up D&amp;D including something along the lines of IH&#039;s simplified baddies.</description>
		<content:encoded><![CDATA[<p>Chris, everything in your last comment (#12) made me want to go &#8220;Amen to that!&#8221; Very well put &#8212; and it makes me wish straight-up D&amp;D including something along the lines of IH&#8217;s simplified baddies.</p>
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		<title>By: Judas</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-447</link>
		<dc:creator>Judas</dc:creator>
		<pubDate>Fri, 07 Oct 2005 14:27:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-447</guid>
		<description>Good posts all! I just want to make a few clarifications. Certainly, I dont fully develope each NPC. Even at the conclusion of my last major campaign (10 months long) of the 6 enemy combatants, 4 were fleshed out and 2 were &quot;Guard A&quot; and &quot;Guard B&quot; NPCs. 

What was left: 
An Assasin that have tried to kill the party 3 times and failed (but escaped), so he was largely fleshed out already.  

A Evil Wizardress that nearly slaughtered the party about halfway through. I basically recycled her because while the party took her on &quot;Many Vs One&quot; before, they had advanced enough where she was far less dominating now. (Unrelated: This battle led to one of the most enjoyable side-quests ever when one player failed to save and was banished to Acheron).

The Main Guy. Of course he was crafted for this very purpose.

The surprise guest: The Main Guys &quot;Paladin&quot; (Blackguard).

So, the short form was: I had to tweak two npcs that were already crafted, and create two. The guards were just stock monsters with a new paint job (some undead that I cant recall right now). My point is that it might be possible to build up your NPCs before the showdown (and if properly used, the Players will hate them all the more at that time :) )

Thanks for reading!</description>
		<content:encoded><![CDATA[<p>Good posts all! I just want to make a few clarifications. Certainly, I dont fully develope each NPC. Even at the conclusion of my last major campaign (10 months long) of the 6 enemy combatants, 4 were fleshed out and 2 were &#8220;Guard A&#8221; and &#8220;Guard B&#8221; NPCs. </p>
<p>What was left:<br />
An Assasin that have tried to kill the party 3 times and failed (but escaped), so he was largely fleshed out already.  </p>
<p>A Evil Wizardress that nearly slaughtered the party about halfway through. I basically recycled her because while the party took her on &#8220;Many Vs One&#8221; before, they had advanced enough where she was far less dominating now. (Unrelated: This battle led to one of the most enjoyable side-quests ever when one player failed to save and was banished to Acheron).</p>
<p>The Main Guy. Of course he was crafted for this very purpose.</p>
<p>The surprise guest: The Main Guys &#8220;Paladin&#8221; (Blackguard).</p>
<p>So, the short form was: I had to tweak two npcs that were already crafted, and create two. The guards were just stock monsters with a new paint job (some undead that I cant recall right now). My point is that it might be possible to build up your NPCs before the showdown (and if properly used, the Players will hate them all the more at that time <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  )</p>
<p>Thanks for reading!</p>
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		<title>By: Chris</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-445</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Fri, 07 Oct 2005 00:19:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-445</guid>
		<description>Hi Frank,

Player characters can be more complex because that is all the logistical overhead a player is going to be dealing with, while a GM might be juggling dozens or more of such characters. (assuming the classic GM/player roles, etc.).  For a reasonable comparison, look at Tunnels &amp; Trolls, in which the players have full-on character stats, while the GM need only concern with raw Monster Ratings, and establishing some Saving Rolls for special abilities.

If we&#039;re talking raw tactics, between me and the players (without me loading the environment in my favor), the players always come out ahead.  And it&#039;s not because I&#039;m a bad tactician- it&#039;s because they have several sessions to experiment and master the abilities of their characters as individuals, and as a gestalt, as a group.  For me, I come up with generally a new 2 or 3 encounters every week- I don&#039;t get time to master the abilities of each beastie, or how they work together.

In this regard, functionally simpler NPCs work better- it&#039;s easier to put them together AND easier to apply their abilities to play.   The thing is- these aren&#039;t &quot;handwaved&quot; NPCs, there&#039;s rules there, and as the GM, I have to figure out how to maximize what&#039;s there for the best challenge for the players.  It&#039;s just that I don&#039;t have to go through the full Chargen process for what is arguably going to be a &quot;throw-away&quot; character at some point.

Chris</description>
		<content:encoded><![CDATA[<p>Hi Frank,</p>
<p>Player characters can be more complex because that is all the logistical overhead a player is going to be dealing with, while a GM might be juggling dozens or more of such characters. (assuming the classic GM/player roles, etc.).  For a reasonable comparison, look at Tunnels &amp; Trolls, in which the players have full-on character stats, while the GM need only concern with raw Monster Ratings, and establishing some Saving Rolls for special abilities.</p>
<p>If we&#8217;re talking raw tactics, between me and the players (without me loading the environment in my favor), the players always come out ahead.  And it&#8217;s not because I&#8217;m a bad tactician- it&#8217;s because they have several sessions to experiment and master the abilities of their characters as individuals, and as a gestalt, as a group.  For me, I come up with generally a new 2 or 3 encounters every week- I don&#8217;t get time to master the abilities of each beastie, or how they work together.</p>
<p>In this regard, functionally simpler NPCs work better- it&#8217;s easier to put them together AND easier to apply their abilities to play.   The thing is- these aren&#8217;t &#8220;handwaved&#8221; NPCs, there&#8217;s rules there, and as the GM, I have to figure out how to maximize what&#8217;s there for the best challenge for the players.  It&#8217;s just that I don&#8217;t have to go through the full Chargen process for what is arguably going to be a &#8220;throw-away&#8221; character at some point.</p>
<p>Chris</p>
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		<title>By: Abulia</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-444</link>
		<dc:creator>Abulia</dc:creator>
		<pubDate>Thu, 06 Oct 2005 23:34:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-444</guid>
		<description>&lt;i&gt;Don (Abulia) usually writes everyone’s results on the whiteboard in his gaming room, so it’s 100% clear who is on deck, etc. &lt;/i&gt;

My normal method are laminated &quot;initative cards&quot; that I just go from top to bottom and then recyle for the next round. I felt obligated to use the whiteboard because it was there. ;)</description>
		<content:encoded><![CDATA[<p><i>Don (Abulia) usually writes everyone’s results on the whiteboard in his gaming room, so it’s 100% clear who is on deck, etc. </i></p>
<p>My normal method are laminated &#8220;initative cards&#8221; that I just go from top to bottom and then recyle for the next round. I felt obligated to use the whiteboard because it was there. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-442</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Thu, 06 Oct 2005 22:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-442</guid>
		<description>I wonder about the IH method though. If it&#039;s really so good for the NPCs, wouldn&#039;t such a scheme be good for the PCs also? In other words, isn&#039;t this an admission that the system is too complex and that complexity doesn&#039;t necessarily add anything? If we take options away from the NPCs, does that reduce their tactical choices, and thus the challenge?

I was always frustrated by games where the PCs and the NPCs used very different rules.

I particularly would find it boring to GM a game where the NPCs were very robotic. One of the biggest parts of D&amp;D I enjoy is the tactical aspect. Take that away from me, and I&#039;m not really interested in the game. Of course I also enjoy the advancement process (both of these are also part of why I always end up having an NPC on the PCs side).

Frank</description>
		<content:encoded><![CDATA[<p>I wonder about the IH method though. If it&#8217;s really so good for the NPCs, wouldn&#8217;t such a scheme be good for the PCs also? In other words, isn&#8217;t this an admission that the system is too complex and that complexity doesn&#8217;t necessarily add anything? If we take options away from the NPCs, does that reduce their tactical choices, and thus the challenge?</p>
<p>I was always frustrated by games where the PCs and the NPCs used very different rules.</p>
<p>I particularly would find it boring to GM a game where the NPCs were very robotic. One of the biggest parts of D&amp;D I enjoy is the tactical aspect. Take that away from me, and I&#8217;m not really interested in the game. Of course I also enjoy the advancement process (both of these are also part of why I always end up having an NPC on the PCs side).</p>
<p>Frank</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-441</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 06 Oct 2005 20:39:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-441</guid>
		<description>Chris, the IH approach sounds like an &lt;i&gt;excellent&lt;/i&gt; way to handle things. If they&#039;re balanced out well, those simplified villains should be fair for the PCs and easy to run for the GM -- very neat!

(As an aside: Chris, are you interested in writing a post or two for the Blogging for GMs project?)</description>
		<content:encoded><![CDATA[<p>Chris, the IH approach sounds like an <i>excellent</i> way to handle things. If they&#8217;re balanced out well, those simplified villains should be fair for the PCs and easy to run for the GM &#8212; very neat!</p>
<p>(As an aside: Chris, are you interested in writing a post or two for the Blogging for GMs project?)</p>
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		<title>By: Chris</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-440</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Thu, 06 Oct 2005 20:20:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-440</guid>
		<description>I really like Mastering Iron Heroes take on uber-villains- instead of custom building them like PCs, they&#039;re rated by CR and you get a block of basic stats (HP, attack, defense, etc.) and a few abilities to choose from, which work as a simplified version of the gestalt effect of many feats or abilities.

For example, their Dread Sorcerer doesn&#039;t have a spell list, or even use the same magic system as the PC- instead magical spells are simplified into abilities available for constant use such as the ability to shoot energy bolts, or raise the dead.

For the most part, we can look at older editions of D&amp;D and see how many of the monsters special abilties functioned in exactly the same way.  A lot easier than trying to track each skill point and spell.</description>
		<content:encoded><![CDATA[<p>I really like Mastering Iron Heroes take on uber-villains- instead of custom building them like PCs, they&#8217;re rated by CR and you get a block of basic stats (HP, attack, defense, etc.) and a few abilities to choose from, which work as a simplified version of the gestalt effect of many feats or abilities.</p>
<p>For example, their Dread Sorcerer doesn&#8217;t have a spell list, or even use the same magic system as the PC- instead magical spells are simplified into abilities available for constant use such as the ability to shoot energy bolts, or raise the dead.</p>
<p>For the most part, we can look at older editions of D&amp;D and see how many of the monsters special abilties functioned in exactly the same way.  A lot easier than trying to track each skill point and spell.</p>
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		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-439</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Thu, 06 Oct 2005 19:47:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-439</guid>
		<description>Of course what was worse for initiative type stuff was Champions. We used to write a grid up on the chalkboard (it&#039;s been a while since I ran Champions...) with rows ordered by Dexterity and columns for all 12 phases. What a pain. Of course Champions sessions often just had one battle...

Frank</description>
		<content:encoded><![CDATA[<p>Of course what was worse for initiative type stuff was Champions. We used to write a grid up on the chalkboard (it&#8217;s been a while since I ran Champions&#8230;) with rows ordered by Dexterity and columns for all 12 phases. What a pain. Of course Champions sessions often just had one battle&#8230;</p>
<p>Frank</p>
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		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-438</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Thu, 06 Oct 2005 19:44:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-438</guid>
		<description>I actually prefer systems without initiative, though it is handy to specify exactly when actions take place. In Cold Iron, combat turns are broken up somewhat into phases, but it&#039;s pretty easy to handle (missiles, melee, grappling, with spells coming in at various points depending on how fast the caster can cast the spell). There are some rules for handling declaration order and how you can react to someone else.

Most of the time you can just go around the table and resolve actions.

I guess one could ditch the initiative roll, and just go round the table in D&amp;D. AOO and such would still work. You&#039;d have to get rid of the flat footed idea and have it that you&#039;re only flat footed if surprised. This will somewhat weaken Rogues. It woulds somewhat weaken monsters that have improved initiative and people with high Dex.

Frank</description>
		<content:encoded><![CDATA[<p>I actually prefer systems without initiative, though it is handy to specify exactly when actions take place. In Cold Iron, combat turns are broken up somewhat into phases, but it&#8217;s pretty easy to handle (missiles, melee, grappling, with spells coming in at various points depending on how fast the caster can cast the spell). There are some rules for handling declaration order and how you can react to someone else.</p>
<p>Most of the time you can just go around the table and resolve actions.</p>
<p>I guess one could ditch the initiative roll, and just go round the table in D&amp;D. AOO and such would still work. You&#8217;d have to get rid of the flat footed idea and have it that you&#8217;re only flat footed if surprised. This will somewhat weaken Rogues. It woulds somewhat weaken monsters that have improved initiative and people with high Dex.</p>
<p>Frank</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/blogging-for-gms-day-6/comment-page-1#comment-437</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Thu, 06 Oct 2005 17:38:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=54#comment-437</guid>
		<description>It&#039;s interesting that initiative in D&amp;D comes up so often -- a pretty clear sign that the system could use a little work, IMO.

My fix has been a laminated grid numbered 1-30, oriented vetically so that there&#039;s plenty of space under each number. I write down everyone&#039;s results under their numbers, and in the case of ties the higher Dex character goes above the lower Dex character. It works wuite nicely.

Don (Abulia) usually writes everyone&#039;s results on the whiteboard in his gaming room, so it&#039;s 100% clear who is on deck, etc.</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting that initiative in D&amp;D comes up so often &#8212; a pretty clear sign that the system could use a little work, IMO.</p>
<p>My fix has been a laminated grid numbered 1-30, oriented vetically so that there&#8217;s plenty of space under each number. I write down everyone&#8217;s results under their numbers, and in the case of ties the higher Dex character goes above the lower Dex character. It works wuite nicely.</p>
<p>Don (Abulia) usually writes everyone&#8217;s results on the whiteboard in his gaming room, so it&#8217;s 100% clear who is on deck, etc.</p>
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