WaterDave's page

Organized Play Member. 2 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Some great ideas so i can't add much.

Preperation is great to be ahead, even if it's only a couple of sessions.
Making it episodic is very good to keep track of things too.

The main thing for "game" time is to get the players to speed up.
This is the usual no phones kinda stuff.
Make sure they don't take ages deciding to just attack the mooks.
Also make sure they have good system knowledge.
A paladin in my game threw me for a loop when he didn't know a combat
manuevre was a standard action.
Spells! Make sure they know any DC's and effects of them BEFORE they use it.
One i like is roll all dice at once, to hit & damage in one go.

Other is sheet management, leave that for outside game time.
Same with leveling up, either have them plan the next advances or do it for next time.

Most of my sessions are 4-6hours but sometimes getting the above to happen isn't easy.


I agree with most of what others have said...
But: if the GM is treating the Rogue as a special person,
most ingame ideas won't work (GM controls the world right?).

Next time the Rogue says he steals from you, tell them no he doesn't.
Any argument repeat the words again.

Are you staying because the campaign is good or because you don't
want to GM?
It should be fun for all, if it carries on (sounds like it will) then use splash
weapons targetting him..... Technically you arn't attacking him but the monster
next to him.

But i will repeat as already said: leave and start your own game