I've been using a DM tool on the google play store to run most of my encounters. it allows me to create the encounters with all of the modifiers beforehand, and I just punch the Players' initiative roll into it. It creates the order, and I can tap on the monsters to see their abilities. It's called "5th Edition DM tools" on the store, and the creator put a file together on reddit with most of the MM stat blocks.
My go-to is actually the website Improved Initiative. It's essentially all I've ever wanted in an initiative tracker and is what I'm hoping DnDBeyond will become. All of the features are free at the moment, though a new feature is coming out soon for cloud saving monsters that's patrons only.
It also has the ability to import monsters from DnDApp, or launch an encounter from Kobold Fight Club.
I have a two column sheet counting down from 30 to -1. That way, I can easily track multiple initiatives (such as lair actions when they need to occur) and if PCs/monsters tie. I have about 4 of these trackers to a page.
I have a two column sheet counting down from 30 to -1. That way, I can easily track multiple initiatives (such as lair actions when they need to occur) and if PCs/monsters tie. I have about 4 of these trackers to a page.
No offense, but it should go to -4. Unless you have a house rule that says that you can't roll lower than -1 on your initiative.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I have a two column sheet counting down from 30 to -1. That way, I can easily track multiple initiatives (such as lair actions when they need to occur) and if PCs/monsters tie. I have about 4 of these trackers to a page.
No offense, but it should go to -4. Unless you have a house rule that says that you can't roll lower than -1 on your initiative.
Nah- I just rarely run into a PC that takes that large a hit to their dex. I also DM an AL game, so without significant effort, they can't go below -1. As for monsters with ridiculously low dex, I can adjust my system as needed.
Early in 3e I crafted a magnetic board for myself, but in 4e I just used the following house rule:
"All monsters act on the same initiative. Player initiative determines who goes before the monsters on the first round, but after the monsters act the players can generally go in any order they wish (thanks to delaying and such), usually clock-wise around the table".
This greatly accelerated play as I could easily skip past unready players (but come back to them before the monsters acted). I carried this method into 5e for my home groups, but for AL (which doesn't permit delaying) I use numbered cardstock tents. All the other AL groups I've played with also use number tents.
I really enjoy using Game Master 5 from Lion's Den.
It's only on Ipad, but fortunately, I have an old Ipad2 kicking around.
It tracks PC and baddie initiatives, can auto roll initiatives, or input them manually. It's nice that it has monster stats, spells avaliable, HP management, and will group like enemies in initiative.
Most encounters can be pre-planned, but it's easy enough to input on the fly for random encounters.
I was hoping something like this was already implemented in dndbeyond.
Looking forward to seeing something come to fruition. Love the new character sheets BTW.
I used to just write out a list on a piece of paper. But my current method is to draw a box shaped like the table with no bottom (the bottom being where you sit), and then put the initiative for each player at the same spot on the box relative to where they are sitting at the table. Then I put the initiative for each monster inside the box. If I have a large group of monsters, I will just roll once for each monster. In larger fights with lots of monsters, I put the monsters into groups, so if I have 3 skeletons with bows I just roll once for all of them, or give them a pre-set initiative amount.
I like to just take a scrap piece of paper and draw a few lines to represent the edges of the table then write the numbers down of each corresponding player on the table. Then the Bad Guys I write their initiative in the center of the diagram. You can write them out linearly later as the encounter continues, but I feel like this is a smooth way to get the combat started quick.
I tried lots of things over the years, but a deck of cards is the most effective and efficient I have discovered. Especially since I tend to have large parties and large battles. Here is a writeup.
I've tried a lot of systems, and have generally settled on tent cards for tracking or an initiative tracking sheet, but I have to say after trying the method described in solomani's link, I think I have a new favorite. I essentially used it as described, though I did decide that a character can have a second card if they would have had Advantage on their Initiative Roll, or they had a class feature that would have specifically improved their Initiative.
Despite testing it out in what was probably some of the most complex fights we have had so far in our current campaign, things went surprisingly smoothly, with only a few hiccups due to using a new method. It made the scenarios far more dynamic and engaging for my players and made tracking a great many NPCs surprisingly easy. Normally I would combine a lot of actions, have weaker opponents work in groups and do a lot of Aid Another actions to reduce turn around. Here it was unnecessary, turn around was fast, even with every mook having their own card (and nothing stops you from grouping NPCs to a card when it makes sense for them to work in tandem). Turns were short and sweet, even players were generally faster, because they had to pay much closer attention.
I did have one PC death that might not have otherwise occurred, due to players unfamiliarity with the system and the dynamics of the system round to round. They were also fighting across three rooms at the time, with around four discrete points of contact, so they certainly allowed themselves to be stretched too thin.
TL,DR: I REALLY like this card system and will continue to use it, my group favored it too, after seeing it in play. It is worth looking into.
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I've been using a DM tool on the google play store to run most of my encounters. it allows me to create the encounters with all of the modifiers beforehand, and I just punch the Players' initiative roll into it. It creates the order, and I can tap on the monsters to see their abilities. It's called "5th Edition DM tools" on the store, and the creator put a file together on reddit with most of the MM stat blocks.
My go-to is actually the website Improved Initiative. It's essentially all I've ever wanted in an initiative tracker and is what I'm hoping DnDBeyond will become. All of the features are free at the moment, though a new feature is coming out soon for cloud saving monsters that's patrons only.
It also has the ability to import monsters from DnDApp, or launch an encounter from Kobold Fight Club.
I have a two column sheet counting down from 30 to -1. That way, I can easily track multiple initiatives (such as lair actions when they need to occur) and if PCs/monsters tie. I have about 4 of these trackers to a page.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Early in 3e I crafted a magnetic board for myself, but in 4e I just used the following house rule:
"All monsters act on the same initiative. Player initiative determines who goes before the monsters on the first round, but after the monsters act the players can generally go in any order they wish (thanks to delaying and such), usually clock-wise around the table".
This greatly accelerated play as I could easily skip past unready players (but come back to them before the monsters acted). I carried this method into 5e for my home groups, but for AL (which doesn't permit delaying) I use numbered cardstock tents. All the other AL groups I've played with also use number tents.
I really enjoy using Game Master 5 from Lion's Den.
It's only on Ipad, but fortunately, I have an old Ipad2 kicking around.
It tracks PC and baddie initiatives, can auto roll initiatives, or input them manually. It's nice that it has monster stats, spells avaliable, HP management, and will group like enemies in initiative.
Most encounters can be pre-planned, but it's easy enough to input on the fly for random encounters.
I was hoping something like this was already implemented in dndbeyond.
Looking forward to seeing something come to fruition. Love the new character sheets BTW.
DK
I used to just write out a list on a piece of paper. But my current method is to draw a box shaped like the table with no bottom (the bottom being where you sit), and then put the initiative for each player at the same spot on the box relative to where they are sitting at the table. Then I put the initiative for each monster inside the box. If I have a large group of monsters, I will just roll once for each monster. In larger fights with lots of monsters, I put the monsters into groups, so if I have 3 skeletons with bows I just roll once for all of them, or give them a pre-set initiative amount.
I like to just take a scrap piece of paper and draw a few lines to represent the edges of the table then write the numbers down of each corresponding player on the table. Then the Bad Guys I write their initiative in the center of the diagram. You can write them out linearly later as the encounter continues, but I feel like this is a smooth way to get the combat started quick.
I've tried a lot of systems, and have generally settled on tent cards for tracking or an initiative tracking sheet, but I have to say after trying the method described in solomani's link, I think I have a new favorite. I essentially used it as described, though I did decide that a character can have a second card if they would have had Advantage on their Initiative Roll, or they had a class feature that would have specifically improved their Initiative.
Despite testing it out in what was probably some of the most complex fights we have had so far in our current campaign, things went surprisingly smoothly, with only a few hiccups due to using a new method. It made the scenarios far more dynamic and engaging for my players and made tracking a great many NPCs surprisingly easy. Normally I would combine a lot of actions, have weaker opponents work in groups and do a lot of Aid Another actions to reduce turn around. Here it was unnecessary, turn around was fast, even with every mook having their own card (and nothing stops you from grouping NPCs to a card when it makes sense for them to work in tandem). Turns were short and sweet, even players were generally faster, because they had to pay much closer attention.
I did have one PC death that might not have otherwise occurred, due to players unfamiliarity with the system and the dynamics of the system round to round. They were also fighting across three rooms at the time, with around four discrete points of contact, so they certainly allowed themselves to be stretched too thin.
TL,DR: I REALLY like this card system and will continue to use it, my group favored it too, after seeing it in play. It is worth looking into.