Imaro
Legend
Reynard said:But you don't. Running D&D can be overwhelming when a) the DM isn't organized, b) the players don't know what their characters can do, c) the DM chooses extremely complex scenarios, and/or d) people at the table stop communicating with one another.
Let's say you run a game for a 15th level party. First, before anything else happens, the players have to know what their high level, versatile characters can do. For the barbrian, it isn't so tough. For the cleric/sorcerer/theurge, it can be. But the player who isn't good with rules and memorization should, quite frankly, not be playing a complex character.
Now, the DM has to come up with a scenario. Let's say he decides on an assasination plot the PCs must uncover and then stop. He could write up a group of 6 12th level NPC assassins, of of different classes, and cause himself no end of trouble. or, he could engineer the scenario in such a way as a collection of demons/devil, undead, golems or whatever are the enemies -- he maintains a diverse assortment of baddies, but saves him a whole heap of unnecessary work.
Then it comes time to prep. Since he doesn't have to prep the bad guys, as he took them right out of the MM, he can spend that time actually looking at what the assassins are capable of and making notes of how their abilities interact and synergize and what their tactics are likley to be (with an eye toward being able to adjust on the fly, of course). Witha sheet in hand showing what each of the bad guys' normal versus buffed combat data is, he's ready to go. A couple note cards, tokens or dice at the table will take care of durations, etc...
Once that fight begins, it is time to communicate. The Dm communicates whats going on. The players communicate what they're doing. And between the two, if confusion or misunderstanding arise, everyone communicates to resolve it. Experienced people help the less experienced, everyone trusts and talks to one another, and fun is had by all.
And the computer never figured into it.
(IMHO) this post still glosses over one of the main sources of complexity in the game. DM's and players have a staggering number of buffs, bonuses, conditions, spell effets, magic item effects etc. to keep track of(and it only increases as level goes up). Even using a monster or NPC straight from the book you still have to remember or check what it's feats, special qualities, spells etc. do and then monitor their effects during play. Each of the players likewise has to keep track of these things for their character, though this is on a lesser scale than a DM. I'm not getting how there's no prep-time involved even with taking monsters and NPC's from the books.
D&D can be complex when a.) numerous spellcasting characters are involved(both PC and NPC) b.)DM's don't remember exactly what feat A, or Special Quality B, or Magic Item C, or Spell D, does for each of the monsters and NPC's they are playing(and IMHO this is totally understandable). c.) When using any overly convulted rule that is not used often(grappling).