Other the weekend I ran Devil's Gulch scenario.
I have found it incrasingly hard to manage the NPC's with their missing/ forfeit CA's, or CA's where they cannot attack but only defend.
So, I think I have come up with a solution.
As noted before I am using poker chips to manage CA's.
However, I have enhanced this now so that now, I do the following:
Blue chips = attack/defend
white chips = defend only
red chips = forfeit/miss
Each NPC starts with their number of CA blue chips.
IE 3.
If they can only defend for their next CA(eg, after a minor stumble or an evade roll) i place a white chip at the top of their action stack. (this does not matter, because I monitor the discard pile)
As they discard chips, i ensure that the number of chips that are in the discard pile never exceeds the number of CA's they have.
By piling on red or white chips to their action stack, I can monitor how many CA's they are missing due to stun location affects, or, being stunned/dazed. but also monitor the white chips to ensure they dont attack when they can only defend.
I now plan to make up some cards, with the discard pile and action pile markers, HP's, base SR, and a status box (prone etc).
This is to compliment the main NPC stat page, which will have their various skills or abilities as a master sheet, but, then i can have these cards which deal with the more specific actions on that particular NPC.
Does this sound like overkill?
How do you guys manage all these different parameters?
Cheers,
Cuediin
PS. They only got to the Great Hall (after 5hrs of play they got lost on the way there and then they had a major fight with 6 scorpion men hanging off walls. That took 2.5hrs to complete, partially because i was floundering a bit)
I have found it incrasingly hard to manage the NPC's with their missing/ forfeit CA's, or CA's where they cannot attack but only defend.
So, I think I have come up with a solution.
As noted before I am using poker chips to manage CA's.
However, I have enhanced this now so that now, I do the following:
Blue chips = attack/defend
white chips = defend only
red chips = forfeit/miss
Each NPC starts with their number of CA blue chips.
IE 3.
If they can only defend for their next CA(eg, after a minor stumble or an evade roll) i place a white chip at the top of their action stack. (this does not matter, because I monitor the discard pile)
As they discard chips, i ensure that the number of chips that are in the discard pile never exceeds the number of CA's they have.
By piling on red or white chips to their action stack, I can monitor how many CA's they are missing due to stun location affects, or, being stunned/dazed. but also monitor the white chips to ensure they dont attack when they can only defend.
I now plan to make up some cards, with the discard pile and action pile markers, HP's, base SR, and a status box (prone etc).
This is to compliment the main NPC stat page, which will have their various skills or abilities as a master sheet, but, then i can have these cards which deal with the more specific actions on that particular NPC.
Does this sound like overkill?
How do you guys manage all these different parameters?
Cheers,
Cuediin
PS. They only got to the Great Hall (after 5hrs of play they got lost on the way there and then they had a major fight with 6 scorpion men hanging off walls. That took 2.5hrs to complete, partially because i was floundering a bit)