Initiative Cards (PFRPG) PDF


Product Discussion


Pathfinder-Compatible Initiative Cards are at last available in the Paizo store!

These cards include fields you can save and print, and come either four to a page ... or one to a page, so that you can print out exactly the player character or monster card you need, directly onto a blank 3x5 card, or a blank 4x6 card!

And best of all: They're free!

More products from The Game Mechanics are on their way to the Paizo store right now!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Product Endorsement: TGM's initiative cards are my preferred method for GMing a game. I've used the old 3.5 versions for D&D and even tweaked them for Pathfinder by crossing out old skills and replacing them with the new ones. I'm thrilled to see them in Pathfinder format now!

As a testimonial of sorts, I view these cards as more than just a way to track initiative. They also keep information on your PCs at hand so you can secretly roll Perception checks without tipping your hand to the players. Same thing goes for their saving throws when you don't want to alert them to the poison or disease that's secretly coursing through their veins.

In addition, I enjoy shuffling through my initiative cards almost like miniature notes as I move from one opponent or adversary to another and track the PCs' actions. It's the easiest, smoothest way to keep all your relevant information in your hands at the time you need it when running a game. No more flipping open the Bestiary everytime you need to look up a monster's attacks...or your adventure module for your NPC's stat-block. The cards keep the most important information in your hands in an easily sortable way. I even print mine on different colored paper to denote PCs vs. monsters/villains. That way, when a single combat is over, I drop out everything but the PCs' cards and then reload my hand with the next encounter's adversaries.

Lastly, there's also a useful method of turning the cards in your hand and aligning them differently than all the others to denote when someone has readied an action...is unconscious/debilitated...or under some other effect that has relevance during combat. All in all, it's a cool method for tracking all that stuff that's so easy to forget in the midst of trying to coordinate a game.

Considering they're free...well, that's just icing on the cake. They're also infinitely re-usable. You can print up as many as you want. You can customize them and type out your own information in each field. And, if you pick up the Monster cards (in two sets), you've got it all pre-filled for you. It's easy to see why these things won an ENnie award. What's not to love?

My two cents,
--Neil


Love the cards, great for monsters - but not so great for players because there is no attack section. For players, that's the info I need most often to keep track of bonuses for different weapons and ammo, so I find I'm just using the monster cards for players as well. Just curious if there was a particular reason this section was left out for player cards.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

flupwatson wrote:
Just curious if there was a particular reason this section was left out for player cards.

Not to speak for JD and TGM, but I believe that's because the GM doesn't need the attack lines for the PCs. The players themselves are responsible for tracking that information and rolling their own dice for attacks and what-not. Obviously, a GM does need that information for monsters which might be part of a combat the initiative cards are meant to help track. So, when a monster comes up in the initiative order, you've got its appropriate attack information in your hand. Conversely, when a PC comes up in the initiative order, the GM only has to ask the player to roll their attack. Thus, that's not information he has to hold in his hand. Instead, the PC initiative cards tend to focus on certain skills the GM will more likely need to know about each PC if he wants to roll a saving throw or Perception check himself (and in secret) rather than calling on the player to do so and tipping his hand as to what's going on within the metagame.

So, in a nutshell, I think that's the main reason you don't see attack information on PC initiative cards. That's one less thing the GM has to worry about tracking. And, it's information that's best left in the hands of the players anyway. If the GM needs to know something relevant to their attack (like what kind of enhancement bonus they have on their primary weapon), that's information he can simply ask them for...

My two cents,
--Neil


Neil Spicer wrote:
flupwatson wrote:
Just curious if there was a particular reason this section was left out for player cards.

So, in a nutshell, I think that's the main reason you don't see attack information on PC initiative cards. That's one less thing the GM has to worry about tracking. And, it's information that's best left in the hands of the players anyway. If the GM needs to know something relevant to their attack (like what kind of enhancement bonus they have on their primary weapon), that's information he can simply ask them for...

My two cents,
--Neil

LOL, obviously your players don't cheat like mine do!!! I want the info to make sure they aren't fudging the results!


Neil basically nailed it: The GM doesn't particularly need that info in most campaigns.

But, in the case of campaigns where the players are a bit ... dicey (pun intended), you could use monster cards to track them. The same basic info is all there--PLUS the attack and damage section.

JD


oooooh - new print-project tomorrow!! Thanks for updating them to PF, guys!

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