Things this DM prefers to skip/ignore

dare-to-dm:

Time is valuable, and I prefer to use my game time focusing on things that are more interesting to the players as well as myself.  Especially relevant since I get less than 2 hours a week with one of my groups.

Experience points. You level up when I think it’s appropriate.

Calculating/dealing with how much money weighs. As far as I’m concerned all money exists in a convenient pocket dimension until you need it.

Inventory management for food/water.  I assume that you eat and drink when necessary, and stock up on rations when you’re able.  This only becomes relevant in extreme survival situations.

Going to the bathroom.  I personally don’t want to hear about it.

Inventory management for familiars. I assume you’re feeding the damn things and taking care of them in general.  I’m okay with players who roleplay their familiars constantly, but I also have nothing against familiars who only exist when they are needed pretty much.

Keeping track of ammunition.  Infinite arrows/bolts/bullets for all I care.  Unless they’re enchanted or otherwise special.

Ride checks for basic getting from Point A to Point B.  Unless you’re trying to go really fast or do something fancy, I assume you somehow work it out.  Or unless you’re trying to ride something exotic I guess.

Going through the whole Night Watch thing every night.  Early on I have players establish and normal night watch shift pattern, and I assume that is what they do unless they tell me otherwise.  So when we want to get back to the story quickly, I can just tell the players that they used their regular night watch and nothing of interest occurred. No bother having players describe setting up camp and everything.

Identifying common/basic magical gear.  You don’t have to roll spellcraft, appraise or use the Identify spell if it’s an item you’ve seen before.  I don’t want players to waste too much time figuring out what their loot is unless it’s specifically a mystery or something really high level and cool.

Confirming Criticals. This goes for both crit hits and crit misses.  This one is more of a personal preference, and I let the group vote on whether they want it or not.  One of my groups skips the step of confirming crits and I like it.  The exception is if you have a wide crit range and roll below a 20.  But on a 20 or a 1, something interesting always happens.

Anything you prefer to skip/gloss over?  Disagree with any of my choices?

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