Tag Archives: initiative tracking

New Printable Initiative Trackers for Dungeons & Dragons

When I described the best ways to track initiative in Dungeons & Dragons, I showed how I track initiative by draping named initiative tents over my dungeon master’s screen. I favor this method because I like a visible reference to the characters’ and especially the monsters’ stats. At the table, paging through the monster manual or finding monster pages shuffled in my other papers takes me too long. Hanging key numbers in plain sight speeds play.

Collected Monster Initiative Tents

When I fill a monster’s initiative tracker, I save it for future games. Over a couple of years, I’ve accumulated hundred of tents, from aboleth to zombie. I appreciate this resource, but when the reuse proved helpful, I wished for monster tents that could hold more information: all the saves and an fuller outline of actions. So I created bigger trackers for more complicated monsters. These large tents work better for aboleth, while the small ones still work fine for zombie. My new design means I’ll be rewriting older tents as needed.

Download a PDF of my blank tents.

My player tents include spaces for AC and passive perception, plus space for up to 8 separate initiative scores. As an extra time saver, I have players pre-roll initiative. During the a game session, I never slow for initiative. When an encounter starts, I hand all the tents to a player for sorting, and then I drape the folds on my screen.

Some helpful players won’t wait for initiative. At the end of every encounter, they re-order the tents. I never have to call for initiative. While this skips a dramatic moment, it also blends the line between combat and the rest of the game.

Top Dog Games makes a line of pre-printed Stat Trackers that already come printed with monster information.

How to Run Better D&D Games By Doing Less

If you are a dungeon master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought dungeon masters should make all the players’ die rolls to better conceal ACs and other secrets. (See Would You Play With a Dungeon Master Who Kept Your Character Sheet and Hid Your PC’s Hit Points?) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about dungeon mastering in rooms like this at Origins

I’ve learned a lot about dungeon mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, dungeon masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the DM’s attention. A DM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck at the dungeon master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see The Best Ways to Track Initiative in Dungeons & Dragons.

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features.

Running allied non-player characters. Whenever an non-player character might take the side of the players in a fight, I always print an extra sheet with the character’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tallying experience points. Players keep track of the gold they win. Why not have a player keep track of experience points too? After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Githyanki marked with numbered disks

Githyanki marked with numbered disks

Numbering monsters. I use numbered markers to distinguish the miniature figures on my battle map. Compared to players attacking “this” and “that” monster, the numbers avoid confusion and speed play. Tracking damage becomes easier. See Number Your Monsters to Stop Wasting Time Finding Them on the Battle Map. Usually, I hand one player a stack of numbered markers and let them tag the monsters.

Track damage dealt to foes. Damage dealt is not secret information for the DM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. When a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe their moment. Delegate. The game doesn’t just belong to the dungeon master. It belongs to everyone at the table. See Should a Dungeon Master Invite Players to Help Create the D&D World Beyond Their Characters?

The Best Ways to Track Initiative in Dungeons & Dragons

In my last post on tracking initiative, I surveyed every tracking technique I knew, from apps to combat pads. Five years later, I feel ready for a stronger statement:

If you don’t use card stock tents to track initiative, you are doing it wrong.

Sure, you can still run a fun game, but with initiative tents, your game will become a bit better.

Initiative tents enable two tracking methods that both work well. If you track initiative wrong, you can choose which improvement suits you best. One technique puts names on the cards, the other uses numbers.

To use numbers, create a set of tents numbered from 1 up. When initiative starts, the players compare numbers and take the card the matches their place in the order. The highest takes 1, second highest 2, and so on. The DM takes cards for the monsters’ place in the order. Everyone sets the numbers at their spot at the table so everyone can see their place.

Initiative tents

To use names, each player puts their character name on a card. When initiative starts, the players roll and write their scores on their card. Someone collects the cards, and lines them up in initiative order where everyone can see. I let a player sort the cards before I drape them in order atop my DM screen.

These tracking methods boast two advantages: They make the initiative order visible to everyone, and they let the dungeon master delegate tracking to the players.

When players can see the tents and initiate order, they can see when their turn is coming and plan their actions. This speeds play. Plus, the visible initiative invites players to remind less-attentive people of their turns. It prevents DMs from accidentally skipping someone’s turn.

Numbered tents do a better job of keeping players aware of their place in the order, because everyone collaborates to establish the order and everyone displays a numbered tent.

Delegating DM chores to the players leads to better games. Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the DM’s attention. A DM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck created by the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain tasks to do, they remain engaged in the game and have more fun.

Unless you run games for young kids or new players, let the players manage most of the initiative.

Named tents do a better job of delegating initiative, because the DM can ignore the entire process of establishing the order.

Tracking with numbers

Dungeon master and D&D freelance author Teos Abadia champions tracking with numbers. You can read more about this method in his blog.

To make numbered tents, fold index cards and use a marker to write numbers on either side. Twelve cards should be enough for every player and type of monster. White cards work fine, but colored ones offer more visibility at the table. You can reuse numbered tents.

Tracking with names

For a minimal initiative tent, use index cards. Cutting a card lengthwise yields two tents suitable for draping across a DM’s screen. Cut from top to bottom for three, smaller tents suitable for standing on the table. I like using colored index cards and giving each player a unique color, so they can identify the color from across the table. All my monsters get white stock. Before a game session, pass out the cards and have players write a name on each side. When initiative starts, everyone rolls and writes their score on their card.

I prepare the monsters’ tents in advance. This lets me write the monster names and either pre-roll their initiatives or just use static initiatives that set all the monsters at 10 plus their dexterity bonus. Static initiatives rely on the players’ rolls for a random element. Skipping the monsters’ rolls saves time, but tends to cluster the monsters’ turns.

Many DMs who drape initiative tents on their DM screen use something to mark the current place in the turn order. A binder clip on the active character’s tent works well enough.

Although tents with just names and scores work well, I add extra information to my tents. With the tents draped across my DM’s screen, I gain a quick reference. For instance, I have players write their characters’ armor class and passive perception scores on their tents.

Some DMs who use initiative tents just give players blank tents, show a sample, and ask everyone to follow the example. But I’ve created formatted tents with spaces to write in. Download my formatted tents here.

My monster tents show armor class, the three most common saving throws, and include spaces for attacks and other information. On the player-facing side of the monster tents, I added a big box for armor class. Sometimes, when a fight went long enough for the characters to figure armor classes, I used to mark the ACs where everyone could see. This sped turns a bit.

Now, I save the monster tents so I can reuse them. This discourages me from writing ACs where players can see. Also, this encourages static initiatives. I can write an initiative score of 10 plus dexterity modifier and reuse it in every fight.

Some of my tents have initiative scores I rolled a year or more ago. Is it wrong if I reuse a year-old roll? Have you ever wondered why my shambling mounds always prove quick to act while my bugbears never get a drop on anyone? I should probably cross out those rolls.

My player tents include spaces for AC and passive perception, plus space for up to 8 separate initiative scores. As an extra time saver, I have players pre-roll initiative. During the a game session, I never slow for initiative. When an encounter starts, I hand all the tents to a player for sorting, and then I drape the folds on my screen.

Some eager helpers won’t wait for initiative. At the end of every encounter, they re-order the tents. I never have to call for initiative. While this skips a dramatic moment, it also blends the line between combat and the rest of the game. I suspect that’s better. What do you think?

New photo guide to dungeon master’s tools

As a dungeon master or game master, you can run a fun game with almost no gear, just a couple of dice, a pen, and some note paper.  I prefer to operate on the other end of the spectrum, with a full array of miniatures, markers, and props. This guide takes a tour through the tools in my DM’s kit. You do not need any of this equipment, but I suspect you will see some items to add to your  case.

A bento box doubles as storage and a dice tray.

Bento box

A bento box serves as compact storage.

A bento box provides storage for my gaming essentials. This Japanese-style lunch set includes two boxes with lids that pull together with an elastic band. I put pens, pencils, and tokens in the one box. Dice go into the other. When I take out the pens, the empty box doubles as my dice tray.   Best of all, when I go to play, just need to grab the box and a character sheet. Also, except for a battle map, all my dungeon mastering essentials fit in the box. Amazon offers some appealing bento boxes for around $20.

Compartment case

The miniature figures I need for a game fit into a translucent-plastic, compartment case. Removable dividers make the compartments’ size adjustable. As visible in the photo, I half-filled some of the compartments with foam rectangles. This prevents miniatures from banging around and makes small items easy to reach. When I need space for a larger miniature, I pluck out the foam for extra room.

Deep compartment case

Deep compartment case

Dungeon master’s screen

I typically use a DM screen. I prefer the 6” tall mini version of the World’s Greatest Screen from Hammerdog games. This screen is constructed like a loose-leaf binder, with clear-plastic pockets on both sides. I filled the DM-side pockets with the tables and rules I needed most at the table. Stuff the players’ side with your favorite fantasy art.

I have created rules inserts for fifth-edition Dungeons & Dragons, which you can download as a PDF file. Put them in the Hammerdog screen, or just put the inserts on cardboard and fabricate your own screen.

You can learn why I choose to use a screen and download my inserts in “Dungeon master’s screen.”

Behind the dungeon master’s screen

Behind the dungeon master’s screen

Battlemap

I always carry a blank battlemap. The Pathfinder flip-mat works with both wet- and dry-ease markers and folds for easy storage. When laid out, the mat tents a little at the creases.

The Chessex Battemat rolls out and lays flat, but the rolled map is harder to carry. This vinyl map limits you to wet-erase markers.

When I use folded poster maps, I typically make the map lay flat by covering it with a Lexan Polycarbonate Sheet—the sort of material used for storm windows. The Lexan sheets cost more than Acrylic, but they resist cracking. By using wet-erase markers, you can write on these sheets and then erase. Purchase these sheets from your local home-improvement store for under $20.

Battle map under plexiglas

Battle map under Lexan

 

I transport my maps and Lexan sheet in a inexpensive, artist’s portfolio case.

Some poster maps printed for miniature skirmish games lack a grid. You can still use these maps for your D&D games. ArcKnight sells clear-plastic sheets that overlay a grid on any map. Some DMs avoid grids. Tokens or miniatures on an informal map gives a picture of the battlefield without encouraging anyone to quibble over squares. Alternately, you can use a tape measure to find distances in inches, just as Dave and Gary once did.

Rolling in a box

Clear box for dice rolling

Clear box for dice rolling

For reasons explained in “Rolling in a box,” I always make die rolls in full view of the players. I used to use a clear, plastic box to keep the dice corralled. This clear box never hides the outcome of a roll, but now I use one of my bento boxes as a dice tray. The bento box doubles a storage, so it packs more easily.

Status markers

Alea tools magnetic markers in case

Alea Tools magnetic markers in case

Fourth-edition Dungeons & Dragons required combat-status markers to track all the conditions on the battlefield. I invested in a set of Alea Tools magnetic status markers. You can mark the edges of these markers with adhesive labels so everyone can read the status names. The markers cling in place, and a storage case makes organization easy.

Fifth-edition Dungeons & Dragons eliminates much of the need for combat-status markers, so I no longer bring a case full of markers to the table. However, I’ll always use the numbered markers to tell one identical monster figure from another on the battlefield. When I lack miniatures for a game, I use my numbered markers as creature tokens.

Numbered alea markers

Numbered and labeled Alea markers

 

Plastic markers

Colored marking dots

Colored marking dots

Colored plastic disks provide any easy way to mark the location of things like a key, a magical glyph, or a wall of fire on the battlemap. Because the disks lay flat, miniatures will sit on top of them. I purchased my set from a convention vendor. You can also buy plastic countersonline.

 

Marking zones and areas of effect

To designate zones and areas of effect on the battlemap, I use three types of markers:

Colored transparencies.  I keep a set of transparent, colored sheets clipped to the inside of my DM screen. Whenever someone drops, say, a cloud of darkness, I can lay down a sheet on the battle map. Because you can see through the sheets, the terrain stays visible. Typically, you only have to lift one or two figures to place a small sheet, which is easier and faster than marking each of the area’s four corners. You can purchase the transparencies from American Science and Surplus.

Area of effect markers

Blue transparency and yellow boundary markers

Boundary markers. These plastic angles mark the four corners of square areas. The boundry markers from Litko Game Accesories come cheap, work for any size area, and allow the miniatures to stay put.

Area-of-Effect Templates. For third-edition D&D and descendants like Pathfinder, I recommend the wire templates from Steel Sqwire. Frugal gamers can bend and snip templates almost as nice from coat hangers.

Steel Sqwire area of effect templates

Steel Sqwire area of effect templates

The fifth-edition Dungeon Master’s Guide drops the jagged spell templates of 3E. Instead, the rules suggest that players measure actual circles and cones on the battle map. Spellcasters no longer need to stay inside the lines. Despite the change, eyeballing spell areas on a grid remains a chore.

Macrame rings

Macrame rings

To show circular spell effects, use macrame rings. The rings come in variety of sizes, so you can get an 8-inch ring for Fireball, a 6″ ring for Darkness, and a 4″ ring for Antimagic Field—or for the tactician who wants to launch a fireball above the battle to catch a smaller circle. The sturdy rings pack easily into your game bag.

Fireball-size ring

Fireball-size ring

I still hunt for wire templates for cone effects. I may try to bend my own.

Line-of-sight indicator

Line-of-sight indicator in retracting spool

Line-of-sight indicator in retracting spool

A line-of-sight indicator reels out a string that you can stretch between figures on the battlemap to see if obstacles block the line. The string is spring loaded, so it draws back automatically like a tape measure. Paizo sells these, but office supply stores and Amazon offers the same item as a retractable badge holder.

Initiative tents

I track initiative using folded, card-stock tents with names written on both sides. I drape the tents across the top of my DM’s screen in initiative order. If you work without a DM screen, or prefer to delegate initiative to the players, you can stand the tents on the table, lined up in order.

Initiative tents

Initiative tents

You can find more advice and my printable initiative tents at “Everything I know about tracking initiative.”

Pens, clips, and scissors

Obviously, your DM kit requires regular pens and pencils as well as wet- or dry-erase pens suitable for your battle map. I bring clips so I can affix maps and pictures to my DM screen in the players’ view. Any convention DM must carry scissors to cut apart certificates and player hand outs.

Scissors, pens, clips, and post-it flags

Scissors, pens, clips, and post-it flags

Post-it flags enable me to affix reminders to my initiative tents, so I can remember when conditions lift, and when the purple worm will burst from the floor.

Poker chips

Poker chips

Poker chips

I give players poker chips to represent inspiration. Different colored chips can also account for magical talismans, blessed elixirs, keys, and other items players must collect or use during the course of an adventure.

Miniatures

As I confessed in “Lair Assault: Kill the Wizard – I made a Drowslayer,” I enjoy representing the action on the table with the correct miniatures.

My DM case always includes an assortment of two types of miniatures:

  • Bystanders and civilians. As I wrote in “Using your players’ metagaming to mess with their heads,” miniature figures for unarmed civilians can serve as bystanders to be protected as moving obstacles. Civilian figures can set a scene and defuse the players’ notion that every figure is a threat. You can find townsfolk from TurnKey miniatures, Dungeon Crawler, and Reaper’s Bones lines.

    Bystander and civilian miniatures

    Bystander and civilian miniatures

  • Beast forms and animal companions. While fourth edition encouraged characters to collect animal companions, fifth edition lures many folks into playing Druids with animal forms. I pack an assortment of the most common beasts. In ascending level, Druids favor the following forms: Wolf, Bear, Hyena, Giant Vulture, Giant Snake, Ankylosaurus, Giant Scorpion, Giant Crocodile, Mammoth, and elementals.

    Animal companion miniatures

    Animal companion miniatures

For a list of other miniatures that I keep close at hand, see “The 11 most useful types of miniatures.”

To avoid the expense of miniatures, you can substitute tokens, Alea markers, or candy—tell players, “If you kill it, you eat it.”

ArcKnight offers a line of flat, plastic miniatures as a cheaper alternative to the real thing. These figures stand upright, so they offer more visual appeal than a token. Once you take them off their bases, they pack flat, making them easily portable.

Flight stands

Miniature flight platform

Miniature flight platform

The flying figure stands from Litko game accessories offer a way to mark airborne figures. The stands allow you to position one figure over another, or to set a die under a flying figure to indicate elevation. The flight stands come in three pieces that require assembly. Typical CA glue will fog the clear acrylic, so I suggest using the Craftics #33 Thick Acrylic Cement. Use nail clippers to trim the long tabs on the vertical support so they fit flush with the base and platform. Pack the stands carefully, because they snap easily.

Dungeon Tiles

When I use Dungeon Tiles, I arrange them on sheets of non-slip drawer liners, available anyplace that sells housewares. The liners grip the table and keep the loose tiles in place. These lightweight liners easily roll up for transport.

Shelf lines keep tiles in place

Shelf lines keep tiles in place

 

Removable mounting putty

Removable mounting putty

For all but the simplest layouts, loose tiles take too long to arrange on the table, so I like to assemble maps in advance. I use removable mounting putty to stick the tiles on foam-core art boards. Office supply stores sell both the boards and the putty. Get the Removable Adhesive Putty, and not clear removable mounting dots, because the clear stuff sets after a while and will damage the tiles.

For more one dungeon tiles, see my “complete list and gallery of Dungeon Tiles sets” and “complete guide to using Dungeon Tiles.”

Props

Potion vial prop

Potion vial prop

I carry a couple of corked glass vials from American Science and Surplus. While completely unnecessary, I find them enchanting and I sometimes use them as prop potions.

Dungeon decor

While completely inessential, I pack some miniature dungeon decor to add to the battlemap. Figures such as chests, statues, and altars can add three-dimensional flavor to the battlemap, while calling attention to important features. Ballistas appear in enough adventures to make a figure useful. The photo below features items from more recent D&D miniature sets and from Legendary Realms. Reaper’s Bones line also includes some unpainted decor.

Dungeon decor

Dungeon decor

Delegate to run better role-playing game sessions by doing less

If you are a game master, the easiest way to improve your game sessions might be to do less. Rather than doing all the tasks of running the game, delegate some to the players.

This lesson took me a long time to learn. I found Dungeons & Dragons in an era when gamers took the master part of dungeon master seriously. Some control freaks even thought game masters should make all the players’ die rolls to better conceal ACs and other secrets. (Hint: Don’t do that.) I never went so far, but I never considered imposing DM chores on the players. Besides, I felt happy to do the chores myself.

Years of running tables in 4-hour convention games made me change. Especially with D&D’s fourth edition, convention sessions threatened to push past the time allowed, robbing the players of a satisfying conclusion. Rather than let a session go long, I found ways to speed the game. I learned to delegate parts of the game to the players.

I've learned a lot about game mastering in rooms like this at Origins

I’ve learned a lot about game mastering in rooms like this one at Origins.

The benefits surprised me. Delegating did more than help end a session on time. It led to better games.

Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the GM’s attention. A GM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck at the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain more to do, they remain engaged in the game and have more fun.

What tasks can you delegate?

Tracking initiative. If you poll your players for initiative scores and keep track yourself, you should change your method. Unless you run games for young kids or new players, let the players manage most of the initiative. I drape initiative tents over my DM screen so that I can reference stats on the cards, but players fill the cards—even monster names—and put them in order. Typically, they call out turns. For more, see “Everything I know about tracking initiative.”

Referencing rules. Stopping a session to page through the rules robs the game of momentum. Ask your players to look things up. Usually, I just need to understand a spell and can resolve other actions until I get the details.

Drawing the battle map. If someone can draw the room while I grab miniatures, combat starts faster. Don’t bother describing every detail to sketch. Just ask someone to draw, say, a 40 by 60 room, then you can draw the doors and profane altars and other features as you describe them.

Running allied non-player characters. Whenever an NPC might take the side of the players in a fight, I always print an extra sheet with the NPC’s combat stats. My regular players lobby for the chance to run an NPC. If the ally doesn’t require bring much personality or motive, anyone can run it. If I need someone to show the NPCs’ fear of fire or hatred of magic, I pick the role players with character portraits on their table tents—the players who introduce their characters in funny voices.

Recapping the last session. When you continue a campaign, ask if anyone can recap the last session. This allows you another moment to prepare while giving you a sense of what the players considered interesting or important. Plus, you may uncover things you told the players that proved confusing or misleading.

Tracking conditions. Fourth edition Dungeons & Dragons loyalists can benefit from letting one player mark figures suffering from conditions such as bloodied, dazed and so on. If the player consistently remembers when conditions lift, then they keep better track than I ever could.

Tallying experience points. I haven’t recruited a player to keep track of experience rewards yet, but I should have started last night. After each encounter, while you still have the monsters and encounter notes in view, give the experience values to a volunteer accountant.

Track damage dealt to foes. Damage dealt is not secret information for the GM. (Seeking a tactical advantage, my Dungeons & Dragons Championship teams kept track of damage, yet that data never vaulted us into first place.) Delegate damage tracking to that player who likes to deduce monster ACs and can total 8d6 fireball damage at a glance. This player can keep track in plain sight: in dry erase on a white board or the edge of the battle map. If that proves impractical, then when a monster takes damage, have the tracker report its total damage. If the total exceeds the monster’s hit points, describe the kill.

Or let the player describe the kill. Delegate. The game doesn’t just belong to the game master. It belongs to everyone at the table.

Improved fifth-edition dungeon master screen and initiative tents

When the first set of fifth-edition Dungeons & Dragons basic rules arrived, I created dungeon master screen inserts. I put these pages in my mini screen from Hammerdog Games. Others have attached them to screens of their own creation. As I have used my screen, I noticed that I never reference some panels, and that some questions still often lead me to the books. Based on experience, I revised my screen inserts.

Download the updated dungeon master screen inserts.

The new PDF includes all the pages in the old set, but adds some new pages, and tweaks the old pages. Choose which pages to use.

Mini dungeon master's screen on table

I never looked at my screen’s list of skills and tool proficiencies, so I replaced this panel. Instead, I added an insert for encounter building. When I improvise an encounter, I typically reference the Experience Thresholds by Character Level table. This table helps me avoid creating an easier or harder fight than I want. Also, the table offers a handy guide for awarding experience for non-combat encounters.

My screen will also lose the insert for movement types. I don’t need a whole page to tell me that slower forms of movement cost an extra foot for each foot moved.

I still wanted the table of typical difficulty classes and the jump distances, so I copied those items to a new panel. This replacement adds the effects of cover and the DCs for tracking and concentration checks.

Everyone knows you can use an action to cast or attack, right? In place of these obvious entries, the table of Actions in Combat adds rules for grappling and shoving .

Finally, my existing screen had no rules facing the players, only pictures. I yanked one of the pictures and added the table that shows experience points needed to level. I hope players stop asking me how many points they need to level up.

Initiative tents

Initiative tents

I also updated my initiative tents for fifth edition. The player tent loses the insight score and adds a place for armor class. The monster tent replaces the various defenses with the three most common saving throws. On the player-facing side, I added a big box for armor class. Sometimes, I speed combat by marking the AC where everyone can see. You can set these tents on the table or hang them atop your DM screen. For more on using the tents, see “Everything I know about tracking initiative.”

Download the initiative tents.

Top 3 rules questions from Dungeons & Dragons fifth-edition dungeon masters

Just under a year ago, I posted the Top 3 rules questions from Dungeons & Dragons Next dungeon masters based on questions dungeon masters at Gen Con asked a panel of designers about the Dungeon & Dragons Next rules. With Next now available as the official fifth-edition rules, some of the answers change. This post re-answers the top 3 questions DMs asked.

escape from the demon

1. What happens when a character is reduced to 0 hit points?

“When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.”

Notice that this rule avoids any talk of negative numbers. In fifth edition, negative hit points no longer exist.

Once you reach 0 hit points, you fall unconscious and must spend your turns making death saving throws. Unlike in the playtest, this is not a Constitution check, but a flat d20 roll. If you roll 10 or higher, you succeed. Otherwise you fail.

  • If you fail three saves, you die.
  • If you succeed at three saves, you stabilize at 0 hit points and stop making saves.
  • The saves do not offset each other, so if you have two successes and two failures, you lie poised between life and death.
  • Anything that damages you while you have 0 hit points counts as a failed death save and, if you were stable, destabilizes you, restarting once-a-turn death saves from 0 successes and the 1 new failure. If the damage comes from a critical hit, you suffer two failures. If the damage equals or exceeds your hit point maximum, you die.
  • A natural 20 on a save lifts you to 1 hit point.
  • A natural 1 on a save counts as two failed saves.

Fifth edition skips rules for a coupe de grace. If you want to finish an unconscious creature, you gain advantage and attacks from within 5 feet count as criticals when they hit, all as part of the Unconscious condition.

This system dispenses with the complexity of running totals of negative hit points and lets characters heal from 0, as in fourth edition. Short of massive damage, this makes characters hard to kill.

2. Can players delay?

No. Unlike earlier editions, the initiative order remains constant through a battle. If you want to hold your action, you must ready it.

3. How does readying an action work?

You can still set aside an action to trigger in response to an event, but many details work differently.

  • You take your readied action after the trigger occurs.
  • You remain at the same place in the initiative order.
  • The readied action replaces the one reaction you can use per turn. After you ready an action, you can still choose to use your reaction to do something like take an opportunity attack instead, but you may no longer take your readied action. Also, once you use your readied action, you no longer have a reaction available for things like opportunity attacks.
  • When you hold a spell ready, you must cast the spell and then concentrate on holding its effects.

Holding a spell leads to some additional complications:

  • When you choose to ready a spell, you cast it, so you spend the spell slot whether you wind up finishing the spell or letting its energy dissipate.
  • Because you can only concentrate on one spell at a time, you cannot ready a spell and maintain another.
  • While you hold a spell as a readied action, anything that can break concentration can foil your readied spell. For example, if you take damage, you must make a Constitution saving throw to keep the spell ready. The DC equals 10 or half the damage suffered, whichever is higher.
  • Presumably, you could cast a spell and hold it ready across multiple rounds, for as long as you take no other actions and can maintain concentration

The fifth edition lacks rules for disrupting spell casters, so don’t bother readying an attack to interrupt a casting.

Update: A spellcaster can hold a ready spell across multiple turns. If my ruling alone seems insufficient, look to designer Jeremy Crawford.holding a spell as a ready actio

Photo guide to dungeon master’s tools

Update: Read my bigger, updated New photo guide to dungeon master’s tools.

As a dungeon master or game master, you can run a fun game with almost no gear, just a couple of dice, a pen, and some note paper.  I prefer to operate on the other end of the spectrum, with a full array of miniatures, markers, and props. This guide takes a tour through the tools in my DM’s kit. You do not need any of this equipment, but I suspect you will see some items to add to your  case.

On the game table

On the game table

Compartment case

Most of my essential gear fits into a translucent-plastic, compartment case. Removable dividers make the compartments’ size adjustable. As visible in the photo, I half-filled some of the compartments with foam rectangles. This prevents miniatures from banging around and makes small items easy to reach. When I need space for a larger miniature, I pluck out the foam for extra room. When I travel light, I only need this case and a battlemap for a game.

Deep compartment case

Deep compartment case

Dungeon master’s screen

I typically use a DM screen. I prefer the 6” tall mini version of the World’s Greatest Screen from Hammerdog games. This screen is constructed like a loose-leaf binder, with clear-plastic pockets on both sides. I filled the DM-side pockets with the tables and rules I needed most at the table. Stuff the players’ side with your favorite fantasy art.

I have created rules inserts for fifth-edition Dungeons & Dragons, which you can download as a PDF file. Put them in the Hammerdog screen, or just put the inserts on cardboard and fabricate your own screen.

You can learn why I choose to use a screen and download my fourth-edition inserts in “Dungeon master’s screen.”

Behind the dungeon master’s screen

Behind the dungeon master’s screen

Battlemap

I always carry a blank battlemap. The Pathfinder flip-mat works with both wet- and dry-ease markers and folds for easy storage. When laid out, the mat tents a little at the creases.

The Chessex Battemat rolls out and lays flat, but the rolled map is harder to carry. This vinyl map limits you to wet-erase markers.

When I use folded poster maps, I typically make the map lay flat by covering it with a Lexan Polycarbonate Sheet—the sort of material used for storm windows. The Lexan sheets cost more than Acrylic, but they resist cracking. By using wet-erase markers, you can write on these sheets and then erase. Purchase these sheets from your local home-improvement store for under $20.

Battle map under plexiglas

Battle map under Lexan

When I use Dungeon Tiles, I arrange them on sheets of non-slip drawer liners, available anyplace that sells housewares. The liners grip the table and keep the loose tiles in place. These lightweight liners easily roll up for transport.

Shelf lines keep tiles in place

Shelf lines keep tiles in place

 

Removable mounting putty

Removable mounting putty

For all but the simplest layouts, loose tiles take too long to arrange on the table, so I like to assemble maps in advance. I use removable mounting putty to stick the tiles on foam-core art boards. Office supply stores sell both the boards and the putty. Get the Removable Adhesive Putty, and not clear removable mounting dots, because the clear stuff sets after a while and will damage the tiles.

For more one dungeon tiles, see my “complete list and gallery of Dungeon Tiles sets” and “complete guide to using Dungeon Tiles.”

I transport my maps and Lexan sheet in a inexpensive, artist’s portfolio case.

Rolling in a box

Clear box for dice rolling

Clear box for dice rolling

For reasons explained in “Rolling in a box,” I always make die rolls in full view of the players. To keep my dice corralled, I roll into a clear, plastic box purchased from a craft store. The box packs easily, takes little space on the table, and never hides the outcome of a roll.

Status markers

Alea tools magnetic markers in case

Alea Tools magnetic markers in case

Plenty of folks use cheap or free methods for tracking status effects on the battlemap. When I started with fourth edition, I twisted pipe cleaners into rings and tried using the rings as markers, but this approach fell short. At best, only I knew what status corresponded to a particular color. By the time everyone else adds their bottle-cap rings, tiny rubber bands, and other refuse to the battle, the miniatures look like Christmas trees and no one knows what’s going on. Ultimately I invested in a set of Alea Tools magnetic status markers. You can mark the edges of these markers with adhesive labels so everyone can read the status names. The markers cling in place, and a storage case makes organization easy. When I lack miniatures for a game, I use my numbered markers as tokens.

Numbered alea markers

Numbered and labeled Alea markers

When Dungeons & Dragons Next supplants fourth edition and eliminates much of the need for markers, I will miss them. However, I’ll always use the numbered markers to tell one identical monster figure from another on the battlefield.

Plastic markers

Colored marking dots

Colored marking dots

Colored plastic disks provide any easy way to mark the location of things like a key, a magical glyph, or a wall of fire on the battlemap. Because the disks lay flat, miniatures will sit on top of them. I purchased my set from a convention vendor. You can also buy plastic counters online.

Sometimes, I use these dots to resolve area-effect attacks that target a large number of figures. I lay a colored disk by each figure, then roll attack dice in colors matching the disks.

Colored dice and marker dots

Colored dice and marker dots

The colors link the attack rolls to the figures, so I can roll a handful of dice once to resolve all the attacks.

This method works best when I’m playing, because I can set my disks without interrupting other business at the table. As a judge, I typically just ask a player to point out targets for individual rolls.

Marking zones and areas of effect

To designate zones and areas of effect on the battlemap, I use three types of markers:

  • 3×3 colored transparencies.  I keep a set of transparent, colored sheets clipped to the inside of my DM screen. Whenever someone drops, say, a cloud of darkness, I can lay down a sheet on the battle map. Because you can see through the sheets, the terrain stays visible. Typically, you only have to lift one or two figures to place a small sheet, which is easier and faster than marking each of the area’s four corners. You can purchase the transparencies from American Science and Surplus.

    Area of effect markers

    Blue transparency and yellow boundary markers

  • Boundary markers. These plastic angles mark the four corners of square areas. The boundry markers from Litko Game Accesories come cheap, work for any size area, and allow the miniatures to stay put.
  • Area-of-Effect Templates. For third-edition D&D and descendents like Pathfinder, I recommend the wire templates from Steel Sqwire. Frugal gamers can bend and snip templates almost as nice from coat hangers.

    Steel Sqwire area of effect templates

    Steel Sqwire area of effect templates

For more, see “Marking Zones and Areas in Fourth Edition D&D.”

Line-of-sight indicator

Line-of-sight indicator in retracting spool

Line-of-sight indicator in retracting spool

A line-of-sight indicator reels out a string that you can stretch between figures on the battlemap to see if obstacles block the line. The string is spring loaded, so it draws back automatically like a tape measure. Paizo sells these, but office supply stores and Amazon offers the same item as a retractable badge holder.

Initiative tents

I track initiative using folded, card-stock tents with names written on both sides. I drape the tents across the top of my DM’s screen in initiative order. If you work without a DM screen, or prefer to delegate initiative to the players, you can stand the tents on the table, lined up in order.

Initiative tents

Initiative tents

You can find more advice and my printable initiative tents at “Everything I know about tracking initiative.”

Pens, clips, and scissors

Obviously, your DM kit requires regular pens and pencils as well as wet- or dry-erase pens suitable for your battle map. I bring clips so I can affix maps and pictures to my DM screen in the players’ view. Any convention DM must carry scissors to cut apart certificates and player hand outs.

Scissors, pens, clips, and post-it flags

Scissors, pens, clips, and post-it flags

Post-it flags enable me to affix reminders to my initiative tents, so I can remember when conditions lift, and when the purple worm will burst from the floor.

Poker chips

Poker chips

Poker chips

I give players poker chips to represent action points. Different colored chips can also account for magical talismans, blessed elixirs, keys, and other items players must collect or use during the course of an adventure.

Miniatures

As I confessed in “Lair Assault: Kill the Wizard – I made a Drowslayer,” I enjoy representing the action on the table with the correct miniatures.

My DM case always includes an assortment of two types of miniatures:

  • Bystanders and civilians. As I wrote in “Using your players’ metagaming to mess with their heads,” miniature figures for unarmed civilians can serve as bystanders to be protected as moving obstacles. Civilian figures can set a scene and defuse the players’ notion that every figure is a threat. You can find townsfolk from TurnKey miniatures, Dungeon Crawler, and Reaper’s Bones lines.

    Bystander and civilian miniatures

    Bystander and civilian miniatures

  • Animal companions. Fourth edition made various types of animal companions more playable than any previous edition. In my experience, pets resonate for some players, and they collect as many the rules allow. However, players of pets rarely bring figures for their entourage, so I bring an assortment to lend. Now if only some vendor would create a medium-sized figure for the runaway most popular animal companion—the displacer beast.

    Animal companion miniatures

    Animal companion miniatures

For a list of other miniatures that I keep close at hand, see “The 11 most useful types of miniatures.”

To avoid the expense of miniatures, you can substitute tokens, Alea markers, or candy—tell players, “If you kill it, you eat it.”

Flight stands

Miniature flight platform

Miniature flight platform

The flying figure stands from Litko game accessories offer a way to mark airborne figures. The stands allow you to position one figure over another, or to set a die under a flying figure to indicate elevation. The flight stands come in three pieces that require assembly. Typical CA glue will fog the clear acrylic, so I suggest using the Craftics #33 Thick Acrylic Cement. Use nail clippers to trim the long tabs on the vertical support so they fit flush with the base and platform. Pack the stands carefully, because they snap easily.

Props

Potion vial prop

Potion vial prop

I carry a couple of corked glass vials from American Science and Surplus. While completely unnecessary, I find them enchanting and I sometimes use them as prop potions.

Dungeon decor

While completely inessential, I pack some miniature dungeon decor to add to the battlemap. Figures such as chests, statues, and altars can add three-dimensional flavor to the battlemap, while calling attention to important features. Ballistas appear in enough adventures to make a figure useful. The photo below features items from more recent D&D miniature sets and from Legendary Realms. Reaper’s Bones line also includes some unpainted decor.

Dungeon decor

Dungeon decor

Top 3 rules questions from Dungeons & Dragons Next dungeon masters

Update: I’ve posted an updated version of this based on the final, fifth-edition rules.

I’ve played Dungeons & Dragons Next before, but Gen Con 2013 gave my first chance to run it. At the start of the convention, Jeremy Crawford and Greg Bilsland met with the D&D Next convention judges to answer questions about the rules. Later, I talked rules with other judges and, briefly, with D&D kingpin Mike Mearls. This post answers the top 3 questions dungeon masters asked about the D&D Next rules. Even if you’ve read the rules, the ready action probably works differently than you think.

Lloth, Demon Queen of Spiders

Lloth, Demon Queen of Spiders

1. What happens when a character is reduced to 0 hit points?

“When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.”

Notice that this rule avoids any talk of negative numbers. In D&D Next, negative hit points no longer exist.

Once you reach 0 hit points, you fall unconscious and must spend your turns making death saving throws, a DC 10 Constitution check.

  • If you fail three saves, you die.
  • If you succeed at three saves, you stabilize at 0 hit points and stop making saves.
  • The saves do not offset each other, so if you have two successes and two failures, you lie poised between life and death.
  • Anything that damages you while you have 0 hit points counts as a failed death save and, if you were stable, destabilizes you, restarting once-a-turn death saves from 0 successes and the 1 new failure.
  • A natural 20 on a save lifts you to 1 hit point.
  • A natural 1 on a save counts as two failed saves.

This system dispenses with the complexity of running totals of negative hit points and lets characters heal from 0, as in fourth edition. Short of a coupe de grace or massive damage, this makes characters hard to kill. I like the way these rules allow characters to fall in battle while avoiding the likelihood of permanent death.

2. Can players delay?

The rules include nothing about delaying, but not because the designers aimed to disallow the option. In the spirit of giving players the flexibility to do any reasonable action, I allow players to delay.

Mike Mearls said the designers probably deleted the delay option when they experimented with initiative by side. Early editions of D&D granted initiative to everyone on a side of a fight, so all the players go together and all the monsters go together. Side initiative brings some advantages:

  • It encourages teamwork by allowing all the players to act together.
  • Slow and indecisive players do not hold back the players who are ready to act.
  • Experienced players can more easily help newer players.

Mike said that in fourth edition, at low levels, you can house-rule side initiative and it works well because characters and monsters have enough hit points to sustain an entire round of enemy attacks. But at higher levels, once combatants gain the ability to lock down enemies with status effects, side initiative turns battles into one-sided romps.

In D&D Next, low-level combatants have too few hit points for side initiative. Playtesting showed that at low levels, if one side gets to attack first, then enemies on the other side may fall before they ever get a chance to act.

Expect to see the delay action return to the written rules.

3. How does readying an action work?

You can still set aside an action to trigger in response to an event, but many details work differently.

  • You remain at the same place in the initiative order.
  • The readied action replaces the one reaction you can use per turn. After you ready an action, you can still choose to use your reaction to do something like take an opportunity attack instead, but you may no longer take your readied action. Also, once you use your readied action, you no longer have a reaction available for things like opportunity attacks.
  • You can only ready actions to attack, grapple, hustle, knock down, or use an item. This means you cannot ready spells.

I’m unaware of any game-balance problems that might come from allowing characters to ready spells. Perhaps the designers simply feel that in the world of D&D, spell casting takes too long to be performed suddenly as a reaction.

Next lacks rules for disrupting spell casters, so don’t bother readying an attack to interrupt a casting.

Everything I know about tracking initiative

Many years ago, my little brother received a copy of Electronic Battleship for his birthday.  The gift probably excited me as much as him. Finally, we could play Battleship with all the action sounds (flatulent static!) and explosive effects (blinking LEDs!) shown in the commercial. As it turned out, the painstaking process of entering the location of each ship into the game’s calculator-class brain proved so burdensome that I don’t think we ever reached play. As much as I love gadgetry, sometimes it just hampers you. The original game with its plastic ships and peg boards—or just two sheets of graph paper—makes for a better game of Battleship that the electronic version.

Whenever I find myself enchanted by an initiative-tracking app for a tablet, I think about Electronic Battleship. Initiative tracking just goes better with a few scraps of paper than with technology. I feel a bit ashamed to admit it.

If the notion of using technology to track initiative still appeals to you, I refer you to the Radiating Gnome’s Gamehackery column for a round-up of the available options. However, you should know that even though the Radiating Gnome writes a gaming technology blog, he tracks initiative using folded bits of paper.

Gamemastery Combat PadI like material gaming accessories as much as electronic ones, so the Pathfinder Combat Pad always seemed appealing. “It is a wet- and dry-erasable board with a steel core, so the included magnets stick right to it!” You use wet- or dry-erase markers to write all the combatants’ names on the magnets, and then stick them to the board in initiative order.

Unless you stock up on extra monster magnets, the Combat Pad prevents you, as the dungeon master, from preparing initiative ahead of time, so it works best if you delegate initiative tracking to the players. When combat begins, just reveal which monsters to add to the order. “Give me a bandersnatch at +6 and a vermicious knid at +3.” While players handle the details, you can move on.  Not only does this free you, but it increases the players’ involvement in the game. Players start reminding distracted players of their upcoming turns. Play moves faster on both sides of the table.

If you allow players to manage initiative, then the Combat Pad only suffers one limitation: The pad is only visible from one side, making it hard to position so everyone can see.

DMs point of view

I track initiative using folded, card-stock tents with names written on both sides. I drape the tents across the top of my DM’s screen in initiative order. If you work without a DM screen, or prefer to delegate initiative to the players, you can stand the tents on the table, lined up in order. Either way, to adjust initiative order, just rearrange the tents. If someone wishes to delay, hand over their tent and ask for it back when they wish to act. You can mark the active combatant with something like a Post-it flag, or just separate their tent from the others.

Use index cards to make simple tents. Cutting a card lengthwise yields two tents suitable for draping across a DM’s screen.  Or cut top to bottom for three, smaller tents suitable for standing on the table. I like using colored index cards and giving each player a unique color, so they can identify the color across the table. All my monsters get white stock.

For a minimal initiative tent, just write a name on each side, and an initiative bonus and score on one side.

You can hand blank initiative tents to the players and let them manage everything. But if you choose, you can prepare the monsters’ tents in advance. This lets you write the monster names and even pre-roll their initiative.

As a DM, managing initiative yourself gains one advantage:  You can add reference information to the tents.  Especially when I have big variety monsters to run, I like seeing their defenses. For the player characters, I like seeing perception and insight scores.

If you reference the characters’ non-combat information, I recommend having them pre-roll initiative to avoid having to pass the tents back and forth.  At the beginning of a session, have each player roll 3 or 4 initiative numbers and list the results on their tent.  If pre-rolling seems uncomfortably predictable, begin combat by randomly choosing which set of scores to use.

Hit on Crit makes a nice set of pre-formatted DM-screen initiative cards available for download. These cards inspired me, but they packed more information than I would ever use. If I ask my players to fill out something that looks like a tiny tax form, I feel honor bound to need all the information.

I created my own pre-printed tents. Download my fourth-edition initiative tents or my fifth-edition initiative tents.

My set includes tents for players and for monsters, but also includes variants suited for home play and for public play at conventions.

initiative tent without AC for playersThe basic player character tent limits the information to the essentials. The tent includes blanks for 8 pre-rolled initiative scores—enough for a marathon gaming session or a Battle Interactive. I’ve seen enough illegible names on these tents that I considered adding little boxes for each letter, but I elected to leave that sort of thing to the DMV.

initiative tent with AC for playersThis alternate player’s tent adds a place for the character’s defenses. This reduces the blanks for initiative to 4, but still allows for most gaming sessions.

initiative tent for monstersThe base monster tent includes blanks for defenses and a single initiative roll. On the player side, the tent includes places to enter the creature’s highest and lowest defenses. Sometimes in a time-sensitive environment, I speed play by entering these values so players only need to ask whether a few to-hit rolls succeed. Most times, I leave these blank and keep the players guessing.

Living Forgotten Realms initiative tent for monstersThis alternate monster tent works best for Living Forgotten Realms games at conventions. When I judge at a big convention, I often run the same adventures 3 to 5 times. Rolling the monsters’ initiative in advance cuts delays at the table, but I cannot know any party’s level in advance, so I do not know the monsters’ initiative bonuses. Most LFR adventures include versions of the same monster scaled for five different levels.

To enter pre-rolled initiative scores using this tent, perform the following steps:

  1. Subtract half the monster’s level from the creature’s initiative bonus and enter this number as Init at lvl 0.
  2. Roll a d20 and enter the result as the Base roll.
  3. In the Initiative at level blanks, sum half the party’s level, plus the monster’s initiative at level 0, plus the base roll.

You can easily do step 3 at the table, as needed.

Obviously, the defenses will change for each level. At the table, add the values you need, as needed, in pencil. Or just leave the defenses blank.

Download my initiative tents in PDF.

Also, check out the inserts for my mini DM screen.