Community

 
Jump Menu:
Post Reply
Page 3 of 3  •  Prev 1 2 3
Switch to Forum Live View Adventure prep tips
3 years ago  ::  Mar 15, 2010 - 1:31PM #21
aljergensen
Date Joined: Feb 9, 2005
Posts: 406

Mar 15, 2010 -- 12:34PM, Uthrac wrote:

Mar 15, 2010 -- 11:30AM, JRedGiant1 wrote:


The biggest thing I need to work on right now is remembering to do things the monsters can do out of turn, like immediates, free actions when bloodied, and auras.




 I highlight these lines in the monster stat blocks.  When they get attacked and I glance at their defense, the highlighting reminds me that there's something that may trigger . . .




I also highlight auras, recharge and encounter keywords, basically anything unusual.

Some of the other things I do
- Add notes to monster's stat blocks.  For example, if a monster does an extra 1d6 damage when they have combat advantage I write in "(+1d6)" in the damage block.  Same for auras that affect other creature's defenses/attacks.
- Write down what attacks a creature will take in what order so that I remember to do power "x" round 1, power "y" round 2, etc.
- Make notes on terrain features that affect combat on the same page as the monster stat blocks along with details that might be appropriate such as the height of the ceiling.

Quick Reply
Cancel
3 years ago  ::  Mar 15, 2010 - 3:12PM #22
mvincent
Date Joined: Jun 15, 2004
Posts: 8,287

Mar 13, 2010 -- 2:57PM, Alphastream1 wrote:

I do miss seeing a variety of minis and would like to see more metal minis and less of 4x of a mini.


I actually like having identical monsters represented by identical minis (lessens confusion for me). Also, the ease of transporting/using plastic minis has been a boon to my games.

However, I do go for variety in pre-painted plastics. DDM has a decent selection, but there's also MageKnight, Horrorclix, Dreamblade, Heroscape, WoW, animal toobs, McFarlane dragons, etc.

Quick Reply
Cancel
3 years ago  ::  Mar 15, 2010 - 7:53PM #23
GC1CEO
Date Joined: Apr 10, 2005
Posts: 146
Given that I don't have a budget for new supplies pretty much the LFR crew (we're a committee "RPGA Committee of The StoryTellers' Guild *coughs*) we're pretty much limited to what GMs can bring. The best thing is we have a 4-hour reservation in a classroom with a computer and projector so I have been using MapTools for one of the tables (we have been running up to 3 tables at once), usually the one with the toughest maps or whose doing a mod we haven't done before gets dibs, so we have a projected pre-readied map that I just move virtual minis around on. If the map doesn't exist already, I can make it in PyMapper from the picture in the module within 10-15 minutes tops. This way I have the actual map with the actual tiles instead of trying to do it on my own (I can't draw a proper square even on a grid). Aside from that I have been collecting the official tiles (only missing some of the earlier sets) which one table might use and then the tried-and-true method of map and dry/wet erase markers which there are at least half a dozen of them floating around the campus to use. We have plenty of rooms, enough chairs/tables for 20 people easy, so we are often spread out. As a result the table tents wouldn't neccesarily help, depending on the table setup.

The best prep work I might have, since sometimes we're not even sure whose at what table until game time, is just to make sure to have the module printed out. We are constructing a collection of printed out modules now that we have 4-5 Herald GMs in group (I have lost my seniority! *gasps*). Initiatives on the board when using the projector helps since players can just avert their eyes and see the init then back over to the projector screen to see the map. I have also used a spreadsheet on a computer (quick for sorting), just writing it down and index cards in a stack.

I have seen the Bendy ones used in cons, they look really nice but are relatively expensive plus the fact they only really work for dungeons as opposed to towns, plains, etc that many of the modules have.

The thing I'd love for the modules is for someone to make quick guides to them, I.E someone other then the author summarize an encounter and important details a page each, maybe the same for skill challenges, etc. Some fo the encounters can be confusing to those who don't spend a far amount of prep time (been guilty of that myself) and since the rules don't allow existing adventures to be changed, even their wording. This might be a way to address confusing situations, etc and to give DMs (especially newer ones) a quick overview of a given encounter.
Christopher Green
RPGA# 5209379759
Aelar Tel'ess'san - Elven Cleric Lvl 4
Veloch Shade - Tiefling Rogue Lvl 4
Adaeth the Mindwalker - Deva Psion Lvl 2

The Story Tellers' Guild
The Roleplaying Association of SUNY Oswego
http://www.oswego.edu/stg
Quick Reply
Cancel
3 years ago  ::  Mar 15, 2010 - 9:10PM #24
ibixat
Date Joined: Oct 19, 2008
Posts: 1,251

Mar 15, 2010 -- 1:31PM, aljergensen wrote:

Mar 15, 2010 -- 12:34PM, Uthrac wrote:

Mar 15, 2010 -- 11:30AM, JRedGiant1 wrote:


The biggest thing I need to work on right now is remembering to do things the monsters can do out of turn, like immediates, free actions when bloodied, and auras.




 I highlight these lines in the monster stat blocks.  When they get attacked and I glance at their defense, the highlighting reminds me that there's something that may trigger . . .




I also highlight auras, recharge and encounter keywords, basically anything unusual.

Some of the other things I do
- Add notes to monster's stat blocks.  For example, if a monster does an extra 1d6 damage when they have combat advantage I write in "(+1d6)" in the damage block.  Same for auras that affect other creature's defenses/attacks.
- Write down what attacks a creature will take in what order so that I remember to do power "x" round 1, power "y" round 2, etc.
- Make notes on terrain features that affect combat on the same page as the monster stat blocks along with details that might be appropriate such as the height of the ceiling.




The new monster stat blocks will help with immidiates and such since the actions for a monster will be sorted by action type now.  Recharges I'm not sure if those will be easier to spot as well, the bad part is the existing adventures pdf's won't be updated nor will the compendium at first. 

Blah blah blah
Quick Reply
Cancel
Page 3 of 3  •  Prev 1 2 3
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing