Dragonblade
Adventurer
As far as point 1 goes, I would try making some templates you can just apply to monsters. For example, make a templates where you distill down the levels to straight bonuses for different levels of classes. So have a warrior/fighter template for levels 1,5,10,15,20. Do the same thing for casters and clerics. Though for the casters I would precalc a suite of active spells and buffs.
You'll put a lot of work upfront, but then in the future when you need an orc shaman or whatever, just take the MM orc and slap on your 10th level cleric template with all the numbers already calculated for you.
Honestly, the awful prep time burden is one of the reasons I no longer play 3.5 and play 4e instead. But if you are happy with 3.5 then by all means keep using it.
As far as your other points go, I am personally opposed to individual XP awards. Some people are just introverted and shy by nature. Giving XP rewards for role-playing just punishes those players for being quiet and rewards the alpha players who dominate the game, and just encourages them to continue to dominate the game. Good RPing should be its own reward.
Likewise, eventually it can lead to level discrepancies between the alpha players and the quieter players, which only serves to further isolate, discourage, and alienate them from even trying. And it makes designing adventures that much more burdensome because now you have to compensate for level discrepancies in the party.
You'll put a lot of work upfront, but then in the future when you need an orc shaman or whatever, just take the MM orc and slap on your 10th level cleric template with all the numbers already calculated for you.
Honestly, the awful prep time burden is one of the reasons I no longer play 3.5 and play 4e instead. But if you are happy with 3.5 then by all means keep using it.
As far as your other points go, I am personally opposed to individual XP awards. Some people are just introverted and shy by nature. Giving XP rewards for role-playing just punishes those players for being quiet and rewards the alpha players who dominate the game, and just encourages them to continue to dominate the game. Good RPing should be its own reward.
Likewise, eventually it can lead to level discrepancies between the alpha players and the quieter players, which only serves to further isolate, discourage, and alienate them from even trying. And it makes designing adventures that much more burdensome because now you have to compensate for level discrepancies in the party.