For reference, my normal prep:
1) Ideally, print area map. Consider printing 1"=5' scale if you don't have Game Times or similar. Recommendations: Dwarven Forge Dwarvenite Game Tiles from DwarvenForge.com. Fat Dragon Games paper models available at RPGNOW.com. PosterRazor available from... somewhere.
1) Ideally, print area map. Consider printing 1"=5' scale if you don't have Game Times or similar. Recommendations: Dwarven Forge Dwarvenite Game Tiles from DwarvenForge.com. Fat Dragon Games paper models available at RPGNOW.com. PosterRazor available from... somewhere.
2) Create list of rooms and mobs present in each room, and quantity. This is dynamically adjusted at table.
3) Add combat specs to list of mobs. My preference is to have a list of mobs with stats at top of page, and just list the names of the mobs in each room. That provides plenty of white space to record hit point and effects as battle progresses.
The combat stats I transcribe are:
S, D, C, I, W, A, PP, Vision / Senses, AC, hps, MV, MAT, RAT, Powers / Reactions / Spells / Traits / Notes. DR / DI / CI
S, D, C, I, W, A, PP, Vision / Senses, AC, hps, MV, MAT, RAT, Powers / Reactions / Spells / Traits / Notes. DR / DI / CI
S=Strength, D=Dexterity, C=Consitution, I=Intelligence, W=Wisdom, A=Charisma. Only the modifier; not the score because that would be 6 columns of wasted space.
PP=passive perception.
Vision / senses: dv60 Darkvision range 60', bs60=blindsense 60', ts10=tremorsense 10', etc. Not Keen Smell which
AC, hps Armor class, hit points
MV movement rates. f30 = fly 30', s20 swim, b=burrow, c=climb, etc.
MAT Melee attack, 2x lngsd +5 1d8+3 = 2 strikes per attack action at +5 to hit doing 1d8+3 damage. Bite +8 2d8+5 & 2x claw +8 2d6+5 = claw/claw/bite.
RAT Ranged attack. Like MAT with range listed. 2x lngbw +4 150/600 1d8+3
Powers / Reactions / Spells / Traits / Notes / DR / DI / CI. DR = damage resistance DI = damage immunity CI = condition immunity. Features like Keen smell, Pack tactics, Evasion, Parry, Dragon breath, Stunning Strike. Include Rchg=recharge. Reminders or listed-out effects. For spells, listed by level on separate lines using ALT-ENTER. (0) sacred flame, acid splash, guidance. 1(4) sleep, cure wounds, burning hands. 2(3) spiritual hammer = cantrips, level 1 has 4 slots, level 2 has 3 slots.
PP=passive perception.
Vision / senses: dv60 Darkvision range 60', bs60=blindsense 60', ts10=tremorsense 10', etc. Not Keen Smell which
AC, hps Armor class, hit points
MV movement rates. f30 = fly 30', s20 swim, b=burrow, c=climb, etc.
MAT Melee attack, 2x lngsd +5 1d8+3 = 2 strikes per attack action at +5 to hit doing 1d8+3 damage. Bite +8 2d8+5 & 2x claw +8 2d6+5 = claw/claw/bite.
RAT Ranged attack. Like MAT with range listed. 2x lngbw +4 150/600 1d8+3
Powers / Reactions / Spells / Traits / Notes / DR / DI / CI. DR = damage resistance DI = damage immunity CI = condition immunity. Features like Keen smell, Pack tactics, Evasion, Parry, Dragon breath, Stunning Strike. Include Rchg=recharge. Reminders or listed-out effects. For spells, listed by level on separate lines using ALT-ENTER. (0) sacred flame, acid splash, guidance. 1(4) sleep, cure wounds, burning hands. 2(3) spiritual hammer = cantrips, level 1 has 4 slots, level 2 has 3 slots.
For spellcasters I supplement the basic spell list with a printed spell sheet from http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1180
4) Ideally, in each room note special treasure like magic items, special features like traps, secret doors, etc.
5) Ideally, list exp of each mob type. This speeds nightly calculation of exp reward.
6) Ideally, list treasure of room. Again, speeds nightly reward calc.
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