How to Take D&D Notes Like Matt Mercer: Complete Campaign Prep Blueprint
High-level fifth edition combat collapses quickly if the game master has to juggle three monster manuals, spell cards, and initiative orders simultaneously. Mercer’s combat sheets streamline this friction through pre-calculated math and centralized tracking.
Mercer extracts only the operationally relevant combat statistics from the Monster Manual. His session notes strip out monster lore, languages, and non-combat proficiencies. What remains is a condensed block: Armor Class, Maximum HP, Speed, Saving Throw modifiers, Passive Perception, and action descriptions boiled down to attack bonus, damage dice, and saving throw DC.
Beneath the monster stats sits a grid or open tracking column for active initiative and running damage. Instead of doing mental subtraction from total hit points, which increases arithmetic errors over four-hour sessions, Mercer counts damage upward. If a creature has 142 hit points, the tracker starts at 0 and climbs as players land blows until the total meets or exceeds 142.
Spells and unique recharge mechanics receive dedicated tracking boxes. When an enemy spellcaster uses a third-level slot for Counterspell, a checkbox is marked. When a dragon uses its breath weapon, Mercer places an icon next to the creature's name with a small die icon indicating a d6 recharge check at the start of each subsequent turn.