I'm piecing together a cheat sheet intended for new players to help with combat. It seems to me that if you skip the optional Random Movement phase, a player can complete pre-combat steps without MM involvement prior to the Perform Actions phase. Ideally, I have in mind that by using the cheat sheet a player could (in theory) throw all dice for pre-combat phases in one toss, with a handful of d6's, and present their results when it's their turn (based on the initiative roll). (probably by having color-coded d6's corresponding to each phase)
Aside from character sheet stats, and any statuses affecting them from the previous round it appears they can get all information from a hex map - provided the MM labels two items
1. Enemy fright mods (by putting a number on the figurine representing each enemy) 2. Any terrain mods (by labeling mud, rooftops, cliff edges, etc)
Can any Myth Masters out there confirm this from experience? Or am I missing some variables that are needed on-call during these phases?
I dont think it would be necessary to have people roll everything at once, and could possibly bog things down. If the MM needs something rolled they will let them know, but a cheat sheet could be useful. There is a Myfarog MM screen. I made one for The Coming that is only two pages. It is in the FB files.
Something like this maybe. Just made a rough draft. You can optionally have players roll 3d6 and 1d20 in one go and factor up the results.
I combined the initiative and falling rolls into a single check. The most sure-footed get to go first, if they don't fall.
I've changed the 3d6 for the morale check into a 1d20 so you aren't wondering which of your 3d6's belong to what roll. Haven't changed the morale table, 17 and 18 are still natural successes, 19 and 20 are just 19 and 20, they do nothing special.
Also, I've moved the declare actions phase down to after the rolls. The slowest gets to declare their actions first but, they are also the last to actually carry out their actions. This is sometimes useful in PVP situations to resolve people being confused over who declared a defensive action only after knowing the other players decided to attack them.