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D&D Discussions A little place to relax and discuss your alternate life... 2012-07-01T00:56:18-06:00 http://thestoutsolution.com/forum/feed.php?f=9 2012-07-01T00:56:18-06:00 2012-07-01T00:56:18-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=462&p=2308#p2308 <![CDATA[House Rules • ]]> Statistics: Posted by Greylen — Sun Jul 01, 2012 12:56 am


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2012-06-26T12:14:26-06:00 2012-06-26T12:14:26-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=462&p=2306#p2306 <![CDATA[House Rules • Invisibility. Thoughts?]]> Statistics: Posted by Boric Glanduum — Tue Jun 26, 2012 12:14 pm


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2011-07-04T20:12:24-06:00 2011-07-04T20:12:24-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=401&p=1936#p1936 <![CDATA[House Rules • Death and Dying]]>
Found in Unearthed Arcana:
Under the standard D&D rules, unconsciousness and death are predictable states: When a character reaches negative hit points, he goes unconscious. When he reaches –10, he dies.
This variant takes away some of that predictability. No longer does a dying character have a set number of rounds to live. This heightens the tension in combat when one of your allies has fallen, because you don’t know exactly when his clock is going to run out.

0 HIT POINTS
With this variant, characters can’t be reduced to negative hit points—0 is the minimum. There is no automatic hit point total at which a character dies. Instead, any character who takes damage that reduces his hit points to 0 must make a Fortitude save to avoid falling unconscious or dying.

THE FORTITUDE SAVE
When a character’s hit points are reduced to 0, he must attempt a Fortitude save (DC 10, +2 per 10 points of damage dealt by the attack or effect). Success means the character is disabled; failure indicates that he is dying. Failure by 10 or more means the character is dead. (If the character rolls a natural 1, he is dying. Calculate the numeric result; if he missed the DC by 10 or more, he is dead.) The possible results of the save are as follows.

Disabled: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but if a disabled character takes any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell), she must succeed on a Fortitude save (against the same DC as the save made when reduced to 0 hit points) to remain disabled; otherwise, she becomes dying after she completes the action. If a disabled character takes any lethal damage, she must make a new Fortitude save (DC 10, +2 per 10 points of damage dealt by the attack or effect), but any result other than dead means the character is now dying. A disabled character who is dealt (or who is currently suffering from) any nonlethal damage becomes unconscious (since the character’s nonlethal damage now exceeds his hit points) but does not begin dying.

Dying: A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the fi rst) to become stable. If the character fails the save, he dies. If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious. If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).

Stable: A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the fi rst) to remain stable. If the character fails the save, he becomes dying.
If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour. If the character succeeds on the save by 5 or more, he becomes conscious and has 1 hit point.
Another character can grant a stable character a +2 bonus on his Fortitude save to remain stable by tending to him for at least 10 minutes during the hour between saves and by making a DC 15 Heal check.

Dead: A dead character’s soul immediately departs the body, and getting it back into the body is a major hassle. Unless you have access to powerful divine magic, you can’t do much with a dead character except go through his pockets for loose gold pieces.

HEALING
A disabled, stable, or dying character has 0 hit points. Healing that raises her above 0 hit points makes her conscious and fully functional again, just as if she had never been reduced to 0. A spellcaster retains the spellcasting ability she had before dropping to 0 hit points. (Of course, a character suffering from nonlethal damage equal to or in excess of her current hit points must still deal with the ramifi cations of that state; see Nonlethal Damage, page 146 of the Player’s Handbook.)

This variant system increases a character’s chance of surviving in combat against monsters that deal out tremendous amounts of damage per attack, since any character brought to 0 hit points against such a creature has a chance of survival.
It eliminates the fear that every high-level character has faced: taking damage from a creature’s attack that knocks him down close to 0 hit points, knowing that a second attack is coming and that it will probably deal enough damage to send him well below –10 hit points.
This variant also reduces some of the swing factor of massive damage, since a single blown save won’t make the difference be tween life and death. In fights against monsters who can routinely deliver 50 or more points of damage per hit—not terribly uncommon at higher levels—this keeps combat from being a grim game of “Who will be the fi rst to roll a natural 1?â€

Statistics: Posted by Greylen — Mon Jul 04, 2011 8:12 pm


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2007-01-11T01:59:00-06:00 2007-01-11T01:59:00-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=59&p=183#p183 <![CDATA[House Rules • Faster Combats]]>
Here are some ideas another DM had and tried to implement. I will be looking at some of these and seeing what works for us. Comments are welcome.

Running Faster Combats
A Guest Article by Kurt "Telas" Schneider
I struggled for the last year with the pace of combats, and learned a lot from other GMs, my players, and personal experience. I hope what I learned will be of use to you. This article will be aimed at D&D 3.5, but many of the ideas are adaptable to other systems. I'll also assume you're using initiative cards, but almost everything here is applicable to laptop use or other methods of tracking initiative.
For what it's worth, I use a spreadsheet to track initiative and hit points (including PC HP). A Firefox window holds the Hypertext D20 SRD, and HTML sheets of monster stats, courtesy of YoYoDyne Software's Monster 3.5. One of the neat things about Monster 3.5 is that the end user can modify the stat block template. I never could get the hang of the d20 stat block, and prefer the "old school" table style template, especially when I need to quickly find a statistic.
[Johnn: you can get Telas's statblock template here.
YoYoDyne Software's Monster 3.5
Hypertext D20 SRD ]
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1. Communicate
If you're finding combats seem to drag on forever, the first thing you should do is talk it over with your group. They might not notice the drag as much. They might even prefer the slower pace. If faster combat does appeal to them, let them know you'll be working to speed things up, and that you might have some expectations of them. Talk about what is going to change for both the players and GM. Communication is a Good Thing.
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2. Time Yourself
It's a good idea to get an objective sense of how long combats are really taking. Ask the least busy or most experienced player to time your combat rounds, and note what's taking so long.
If the source of the lag is one player, take him aside before or after the game and work with him to speed things up. Possible solutions might be cheat sheets, rules tutorials, table seating (closer to the GM or an experienced player), better character sheet preparation, or a couple of one-on-one combat-heavy sessions.
If it's the GM, perhaps you should scale back the complexity of combat encounters until you get a better handle on things.
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3. Proper Preparation Prevents Poor Performance
Preparation is the key to faster combats. This is how TV chefs can throw together a full meal in 22 minutes: everything is ready and at their fingertips.
Know and be comfortable with the feats, abilities, and spells you'll be using in the session's encounters. If this means holding off on that new monster or spell you're dying to pull on the group, so be it. This also goes for environments. If you aren't comfortable with the rules for shallow and deep bogs, you might want to avoid a swamp fight. If this is the first time the characters have encountered a particular critter, have a good idea in advance what information you'll give out for successful Knowledge checks.
Keep pertinent information at your fingertips. Use a scratch pad or Post-It Notes for hit points and temporary effects. Use initiative cards with all of an NPC's information on it, like a miniature character sheet. (The Game Mechanics have a great set of initiative cards: http://www.thegamemechanics.com/product ... ecards.asp ).
I pre-roll initiative for the critters, and usually make some notes on their cards (tactics, spells, reminders). Remember to make a blank "end of round" card where you can note the duration of spell effects, abilities, etc.
Remind the group about any environmental effects, like double movement costs for light undergrowth, and prepare index cards or placards to put on the table when they're in effect. Suggest that players do the same for their spells. I clip 3x5 cards with environmental effects to my screen, and there is much gnashing of teeth when I pull out the feared and hated "Narrow and Low" card.
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4. Manage Initiative Smartly
My group adopted a policy of rolling initiative at the beginning of the game and immediately after combat for the next encounter. This adds a sense of urgency to the beginning of combat, but it also helps the GM prepare the next combat during the more relaxed parts of the game by having the initiative cards sorted and ready.
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5. Draw Maps Quickly
Draw out the map quickly, explaining as you go. If you use multicolored pens, have a player draw a key as you draw the battlefield. Don't strive for a work of art; it's just a tool. If you get the chance, draw it in advance. (Take that, Johnny Cochran!)
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6. Limit Conversation
When combat starts, limit in-game conversation to six seconds per character per round. Speech might be a free action, but that doesn't mean a character can rattle off the unabridged Oxford English Dictionary in the time it takes him to move and swing a sword.
Introduce a time limit for the players and yourself. A minute or so at first, but make it shorter as your players get more efficient. The character has six seconds to decide and act; a player should not dally for much more than that (after all, he's got everyone else's turn to think about his actions). This is not to say that six seconds should be a hard and fast rule; make it a target. GM judgements, skill checks, descriptions, and clarifications all have to take place to get the player the right information, and shouldn't count against him. If the player hesitates and considers for too long, though, have his character delay his action. Trust me, you will not have many unintentional delays after the first one or two. This rule goes for the GM as well. You should know what the NPCs and critters will be doing before their turn comes up.
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7. Know Character Abilities
Don't be the reference book for the players, but know that Emrin the mage dishes out a 7d6 Fireball, with DC15 Reflex Save for half damage. This is also handy when planning encounters.
Use NPC initiative cards mentioned previously as mini character sheets for the PCs as well. On these, note their feats, skills, tricky spells, special magic items, complex equipment, and any other information you would find handy during combat. Use the front and back of the cards if needed. You want to save time looking up rules, anticipate PC actions for faster adjudication, and help prompt players who aren't sure of the rules. Feel free to note save DCs, page numbers, book references, mnemonics, and anything else that will help make combats fast.
After game sessions, check with the person who observed and timed combats to learn what new rules should be researched and documented by players or yourself for next session.
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8. Start With Simple Combat
Simplify combat when possible. At first, this might mean combat takes place on ground that is dry, clear, and level, and that all the orcs will go on the same initiative. As you get comfortable (and faster), try varied environments, individual initiatives, and advanced or obscure rules to continually improve your rules lore.
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9. Resolve The Action And Move On
Get descriptive if you like, but move on to the next character as soon as possible. I've found that a fast-paced "machine-gun" approach to combat is more enjoyable than a slow-paced game of tactical chess. Once you've mastered the techniques you need to speed things up, the players will follow your lead, and you'll find combat lasts a matter of minutes.
When a rules interpretation or question comes up, allow a minute or two of discussion if necessary, make a decision, and revisit it after the combat or after the session. If it's critically important, examine it in detail, but don't let the rules get in the way of the game.
Sometimes there are multiple rules possibilities in play. For example, you might be unsure if an unusual situation might be resolved with grappling, a trip attack, or an overrun, and it's a critical moment in combat you want done right. In this case, assign each rule for research to a separate player and divide and conquer. If possible, do no research yourself and just process incoming player reports as they find and read the rules in question. Assess quickly, make a decision, and re-visit between sessions for a final, thorough analysis so you're well-armed next time.
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10. Consider House Rules With Fast Combat In Mind
When you start thinking of making house rules or adopting rules from other sources, consider their effect on the pacing of combat. Will the rule simplify or complicate? Is it worth the complication? Does it make the game more fun? Does everyone in the group agree?
As you time and observe combats, certain circumstances might reveal themselves as repeat offenders. Different group and GMing styles mean no set of rules is perfect, and if the official rules can't help or clash for whatever reason, seek out house or 3rd party rules to fix this particular element of your game. Be sure to playtest and get feedback first though, before hinging PC lives on any new rules.
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11. Tips for Players
I've found being a GM makes me a better player. I'm prepared for the game and for my turn in combat. I have a better handle on what is and isn't possible for my character. And since I've been there, I tend to treat the GM with a bit more respect; I'm more willing to let the GM make a judgment call, even if I disagree with it. These are all things I would like to see from my players, so I should expect it of myself when I'm on their side of the screen.
Players should be as prepared as the GM. Character sheets should be complete, spells should be memorized, equipment should be purchased, and encumbrances calculated before the game starts. Players should know their characters' abilities and spells inside out, or should have that information readily accessible. They should at least be aware of each other's abilities, and be prepared to capitalize on them. Characters nearing a level bump should already know what they're going to add at that level.
You should know what your character is going to do when his round comes up, or should at least narrow it down if you need more information from the GM. You should be focused on the combat, not on the TV, the pets, or the latest Order of the Stick. When the in-game rules discussions do come up (and they will), try to be succinct, polite, and helpful.
* * *
Speedy combats result from timely and efficient management of game information. If you've prepared properly, you'll have the information at your fingertips. All you need do is make use of it.

Statistics: Posted by TheDM — Thu Jan 11, 2007 1:59 am


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2006-12-28T00:49:51-06:00 2006-12-28T00:49:51-06:00 http://thestoutsolution.com/forum/viewtopic.php?t=51&p=150#p150 <![CDATA[House Rules • Books/SRD]]>
Thanks.

Statistics: Posted by Boric Glanduum — Thu Dec 28, 2006 12:49 am


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