|
10 months ago ::
Aug 13, 2012 - 3:14PM
#11
|
Date Joined:
Oct 23, 2008
|
I completely understand where this DM is coming from, the players have access to so many powers it is hard to keep track. What I did to remedy this - trust the players. I might ask every once in awhile, but otherwise I expect the players to check themselves and each other when it comes to their powers.
So my recommendation is to let the DM know that he already has a lot to take care of and that he can trust the players to use their powers correctly (assuming you are). The other thing that may help is to give him more information - I use my encounter attack power "Die Ugly Monster!" hitting AC 20, dealing x damage and having this effect - or flavor it up just as long as you convey the basic info of the power [name, usage, and effect].
"The great epochs of our life come when we gain the courage to rechristen our evil as what is best in us." - Friedrich Nietzsche
|
|
10 months ago ::
Aug 15, 2012 - 11:22AM
#12
|
Date Joined:
Mar 13, 2008
|
As a DM I already gave up on trying to remember player powers. If a PC does something, then I believe him at face-value and continue with the game. It's only when stuff sounds really unbelievable that I might ask for a quick breakdown on how exactly he did something. They are usually pleased to give it.
But anyway, I've noticed it speeds up the game immensely if the players just state what they're doing and the result of it, instead of having to remember how it might be possible. Players could be cheating of course, but I don't really care about that, unless it's obstructive.
Heroic Dungeon Master
|
|
10 months ago ::
Aug 17, 2012 - 2:25AM
#13
|
Date Joined:
Jun 12, 2010
|
So my recommendation is to let the DM know that he already has a lot to take care of and that he can trust the players to use their powers correctly (assuming you are). The other thing that may help is to give him more information - I use my encounter attack power "Die Ugly Monster!" hitting AC 20, dealing x damage and having this effect - or flavor it up just as long as you convey the basic info of the power [name, usage, and effect].
As a DM I already gave up on trying to remember player powers. If a PC does something, then I believe him at face-value and continue with the game. It's only when stuff sounds really unbelievable that I might ask for a quick breakdown on how exactly he did something. They are usually pleased to give it.
This. In my group I have an additional advantage: My players are highly competitive; if someone cheated with one of the powers, one of the group members would call him out on it. (They have been together for quite some time, they know most of eachothers powers/items by now). Other than that: He doesnt need to hold the power cards, esp. if he has trouble with organizing stuff, that might take even longer when you telling him. Instead each player should hold his powercards and pass them to the DM as needed (if necessary without request to speed things up).
|
|
10 months ago ::
Aug 19, 2012 - 11:40AM
#14
|
|
|
If you can't trust your players, there's no point in running. "Some Warlock Power" doesn't cut it. Name the power and (if necessary) the effect. Yes, name the attack, roll the dice, give the DM the result. If another player is going to add anything, let me do so immediately.
Also, the GM doesn't have to know every power. It would be mind blowing to keep track of them all. Just running the encounters is difficult enough. We have a player keep track of the damage the monsters have taken, and another to put counters/chips with the effects the monsters are under. This greatly speeds up the sessions and takes pressure off the DM.
Colors
Show
Bow down, my subjects, for I am your master! Yesss.....
Show
For some reason, none of my friends were surprised by this...
|
|
10 months ago ::
Aug 29, 2012 - 5:56PM
#15
|
Date Joined:
Aug 24, 2012
|
If a player can't remember what "Some Warlock Power" is,,, how can you hold the DM responsible for knowing it?
I never hold my players to the task of knowing everything in the rules (although some think they do),,, but I do hold them responsible for knowing THIER OWN SHEET.
To speed flow, I may ask what they are doing, and if a power or ability is limited in the number of times of use. If so, a gentle in game reminder,, mark it down,, while I move on to the next player who is already working his dice in anticipation of his turn.
Now, I do have a rather restrictive house rule,, that keeps most people on their toes and keeps the flow going,,,, NO TAKE BACKS. If you forgot to tell me your AC is boosted during a particular attack,, you don't get to go back once the dice hits the table. (New players, get the benefit of allowance, and the benefit of meta-game with an experienced player to guide them...)
It does not take too many roles and replies of "I'm sorry, the dice hit the table, you take ____ damage.",,, to get players to understand the time to decide what they are going to do and how they are going to do it,,, is before their turn to roll dice or be attacked.
Things break,,, luck happens,,, and bad luck happens more often to people who just don't pay attention.
"As with any other set of miniatures rules, they are guidelines to follow in designing your own fantastic-medieval campaign."
|