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The Bane of the 3ed DM: Monster Advancement, Class Levels, and Prep Time

For my 3e campaign these days, my monster and NPC stats come out of the BECMI D&D rules , with ACs flipped and saves 1/3 level (Will, Ref) or 1/2 level +2 (Fort). That really speeds things up. :)
 

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Another poster ( I think it was Irdaranger) had a wonderful solution to the prep time issue in another thread a while back.

Pretty much it amounted to running the monsters like Basic D&D critters and give them whatever you felt was appropriate. This was the players have all the options and toys of a 3E like system while the DM doesn't have to spend hours prepping the nuts and bolts stuff.

I thought that it was a wonderful solution.

Could have been me - that's what I do, anyway.

Edit: I find CR = 0.5 x Hit Dice or Level usually works well.
 
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Scenario 1: You are DM'ing for a party of 10th-level PCs. They have been hired to infiltrate an ancient dwarven stronghold to recover an artifact. Unbeknownst to them, it has recently been over-taken by a band of ill-tempered derro who are also looking for the artifact.

The leader of the derro is a 13th-level wizard-necromancer. Exploring the stronghold with him is his inner circle of twenty or so 8-12th level henchmen of various classes - warriors, rogues, and casters (of all types).

This sounds like a major undertaking. I'd plan on taking three or four six-hour sessions. I'd first get a clear picture of what the artifact is (creating whatever game stats I need) and have some general idea of what the location is.

The henchmen I'd divide into probably four discrete groups or so, each with a leader and henchmen. I'd stat up each group with the leader in great detail, each group (5 NPCs or so) taking up a page of fairly dense text (fron & back). I'd add brief descriptions to the spells and items indicating what they do, and price the items. The leader of each group I'd reference thoroughly, using a ton of books for classes and feats, etc.; I would use the MIC almost exclusively for items for everyone. I'd divide up the classes and roles for each group (rogue-led group searches, fighter-led group guards the entrance). Other NPCs after the leaders I'd do stats in a tad less detail (no action points, prestige classes, etc.).

I'd stat up another page or so of random undead, using LM heavily, and then stat up the necromancer last, using extra care to find the best stuff available. I'd come up with a plan of action should he face the PCs, and stat up special items or traps for him. The back of his page would go to some non-hostile or other NPCs or monsters to spice things up; another character searching for the artifact or a native monster.

I'd copy and edit the magic item lists from the NPC stats in order to give them to victorious PCs (maybe).

This is a ton of stat work probably at least five pages of dense text front and back, and would probably take several hours in total (as much as to run a session), which I would do interspersed with music/other work over several sittings over the course of at least a week.

I'd also look over old stats and see if any monsters recycle well for this; I usualy have some lying around. Given that this seems to be a dungeon-crawl, I might look up a few traps or hazards. I'd also think through some major conversations with any DMPCs or NPC patrons established for the campaign and I'd think about how to tie the artifact, stronghold, derro, etc. into the larger plot and think about where they came from, what their goals are, etc. If the conncections weren't clear, I'd turn to Ultimate Toolbox and roll up some thoughts or maybe post on ENWorld ;). I'd think about each PC and how they could contribute, and go back and modify the challenges or add a puzzle/scenario if someone seems to be left out. There would be little other written product, but I'd devote a lot of time to this, although this would be while I'm going to sleep or sitting on a subway or otherwise engaged. I can't even guess at the time-it would be on my mind until the whole adventure was complete.

I'd run a heavily improvisational series of sessions, using whatever plot points the Toolbox or my campaign gives me and making up the geography as I go along. After each session, I'd write and post on my group's message boards a detailed review and address rules questions or issues (at least another hour). After each session, I'd look at how things ran and alter the remaining battles for difficulty if needed, maybe even stat up something new to spice things up.

Scenario 2: The PCs have been tracking the operations of a band of assassins led by a particularly cunning wererat bugbear. He is a level Ftr 2/Rog 5 that fights with 2 kukris.

I'd stat up the leader, two or three star henchmen (spellcasters or monsters or just really good assassins), and some generic "assassins" (prob rogue 3 or so). Probably about a page, front and back, and an hour or two of hard statwork including items. I'd create detailed stats for the leader and powerful monsters, and basic stats taking up a half-dozen lines of text for the low-level assassins. I'd think up some plotlines involving the assassin; maybe write down the names of victims or names or stats of hostages (depends what the campaign needs) and spend some time thinking on how I'd work the battle into a game session.

Scenario 3: Your demon-hunting, planar-hopping campaign is coming to a close. The final battle will be a solo battle against the Demon Queen, a 24-HD Huge Marilith. Since it is a solo boss fight, you want to give the marilith an AOE tail sweep attack that can knock down opponents.

I'd devote a whole page of glorious stats for the demon, referencing FCI & various monster books and creating powerful custom-made items. I'd spend some time trying to find a feat that does the tail sweep, and if not just look at another monster (dragon) and give the demon as similar ability. I'd use ample vile feats and describe all the creature's abilities in shorthand on the character sheet. The stats might take over an hour to write. Again, I'd think about the plot points leading to the monster's discovery. Given the importantce, I'd probably have the demon have a specific agenda with the PCs and run through key dialogue in my head. I'd try to find some plot twist (demon knows a PCs secret or the PCs patron is secretly possessed, etc.) using Toolbox if I can't think of anything. I'd give some thought to the lair location and have my random-planes chart ready in case some cataclysmic event should happen...

In the actual session, there would be a lot of exploring and I'd use my background planar knowledge to figure some interesting locales. I'd have the party talk with (non-statted) NPCs about the battle to come, and probably use a recycled monster or somethin early in the session.

Other questions:

What is your general feeling on monster and NPC customization in the 3ed system?
Ecstasy. While it was a medocre book Savage Species standardizing monster hit dice progressions (feats, skills, etc.) was one of the great innovations in D&D history. The ability to add a hit die or change ability scores and easily calculate the results is wonderful. Templates are wonderful. Monsters with class levels are wonderful. So few monsters use spells that the main source of headaches is eliminated; I think NPC spell lists are the hardest thing and there's no way to simplify them, so I prefer monsters w/ Sp abilities.

Do you tend to use creatures "out of the book" or do you customize?
I almost never use a monster out of the book. Each one will have a custom stat block with ability scores determined using the same method as the PCs (although probably not as good numbers), carefully researched feats and magic items, and frequent templates or custom-added abilities. I use every piece of stats I create, recycling monsters frequently if I don't use them when I originally meant to. Finding creative ways to incorporate these monsters drives the plot, an I can't be bothered to browse monster books during a session.

What short cuts do you use that makes your preparation easier and faster?
I keep a template statblock on hand, copy-paste, and delete the entries that aren't needed.
The Magic Item Compendium and to a lesser extent, Spell Compendium are fantastic; I research NPC stuff there and don't use my mass of books for this (sadly, there's no Feat Compendium).
I eliminate some houserules for NPCs/monsters that don't need them (background skills, action points, etc.).
I freely modify rules to suit my needs.
I prepare almost exclusively monster stats and item lists. My world map I made many years ago and I tweak it as needed to start a campaign, but I never use area maps. I also rarely use traps or environmental hazards.
I recycle stats and ideas frequently and creatively.
I think about plot during spare time rather than making actual notes.
I improvise.

What other types of preparation do you absolutely dread when getting ready for a session?
As above, spells. Magic items used to be so, but MIC helped. Also, I always forget to roll hit points; I dread my typos and omissions. I dread preparing terrain hazards, traps, and anything that isn't a monster because that detracts from whatever the plot is (I'm not saying it has to, just that in my games it typically does).

Fun topic to think about.
 

I'm still mainly running 3e. I'm not using Pathfinder or Trailblazer alterations either.

How would you go about preparing the stats you would need?

It doesn't matter the scenario my prep is the same. I don't do full stat blocks; haven't for years. I know the power and abilities of a 13 level wizard. I've been running the game for a decade so with experience comes knowledge. I'll write down the important stuff and make up the rest. The important stuff is never stats.

What format would you use for the actual game session?
List of hp, saves, AC, maybe some cool things.

How much prep time would you estimate you would need to stat each encounter or creature?

15 minutes unless I really want to looks things up. But most of the time stats are so unimportant I can make them up and it doesn't matter.

Other questions:
What is your general feeling on monster and NPC customization in the 3ed system?

It is easy but can take time for those that do it line by line by the book.

Do you tend to use creatures "out of the book" or do you customize?
If it is presented in a module I go by the book since the stats are already there for me. Otherwise I do my own personal customizing.

What short cuts do you use that makes your preparation easier and faster?
I make it up :D

What other types of preparation do you absolutely dread when getting ready for a session?

If I dreaded any preparation I wouldn't be doing it. The game is fun and dread is not a word I associate with fun.
 

If I dreaded any preparation I wouldn't be doing it. The game is fun and dread is not a word I associate with fun.


Much wisdom here. If any DM should be dreading any game prep then they should either find a way to make it something to look forward to doing or stop. Pinpoint the part that is dreaded and change it. I find that the more I look forward to doing prep for a game, the better it turns out when I actually get to run it.

This isn't: more prep = better game, instead its joyful prep = better game :)
 

Yeah, once I found myself no longer enjoying prep for 3.5e, I wrapped up the campaign so we could do something else. Right now, it's Mutants & Masterminds; I can do most of the prep while taking a shower in the morning or taking at lunch.

(The tricky part is remembering stuff, especially since I'm usually half asleep in the shower. :) )
 

Scenario 1: The leader of the derro is a 13th-level wizard-necromancer. Exploring the stronghold with him is his inner circle of twenty or so 8-12th level henchmen of various classes - warriors, rogues, and casters (of all types).

I would prep 5 stat blocks:
Necromancer x 1
Warrior Lieutenants (Ftr12) x 3
Warrior Fodder (Ftr8) x 12
Scouts (Rog10) x 2
Spellslingers (Sor12) x 2

If I chose to prep from scratch, I'd probably be looking at 30-40 minutes of prep. Most of this would be spent on the spell lists for the spellcasters. Might take a little bit longer if I chose to delve into my collection of supplements to find or tweak some unique necromantic stuff for the big baddie.

This time investment assumes a fair amount of customization and attention to detail, which I'm spending because -- given the structure of the scenario -- I'm likely to get at least 5-6 encounters out of this group. Probably more. So making sure they're got a varied, detailed set of resources is worth the time.

If I was prepping a similar group for a slightly higher level adventure in which this would just be one big melee, I would spend 10-15 minutes on the prep:

(a) Scrap the different stat blocks for the warriors.
(b) Prep spell lists for the spellslingers by simply deleting spells from the Necromancer's list.
(c) Probably use resources like NPCWiki or cannibalize from one of the modules I own to grab generic stat blocks for the appropriate level and then adjust for the derro race.

Scenario 2: The PCs have been tracking the operations of a band of assassins led by a particularly cunning wererat bugbear. He is a level Ftr 2/Rog 5 that fights with 2 kukris.
I was actually curious about this one, because I rarely do lycanthropes. So I did it. I use these stat blocks. I predicted 5 minutes to advance the bugbear, but it took me 8 as I had to dig up the stats for the kukri and give some thought to the two-weapon feats:

ADVANCED BUGBEAR (CR9) – Male Bugbear – Ftr2/Rog5 – CE Medium Humanoid (goblinoid)
DETECTION – darkvision 60 ft., scent, Listen +12, Spot +12; Init +1 (Dex)
DEFENSES AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 two-weapon defense), touch 11, flat-footed 15; hp 52 (3d8+2d10+5d6+10)
ACTIONS Spd 30 ft.; Melee kukri +9/+9/+4/+4 (1d4+3); Ranged javelin +8/+3 (1d6+2); Space 5 ft.; Reach 5 ft.; Base Atk +7/+2; Grapple +9; Atk Options sneak attack +1d6; Combat Feats Combat Reflexes, Two-Weapon Defense
SQ darkvision 60 ft., evasion, scent, trapfinding
STR 17, DEX 12, CON 13, INT 10, WIS 10, CHA 9
FORT +5, REF +9, WILL +2
FEATS: Alertness, Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (kukri)
SKILLS: Climb +14, Hide +12, Jump +11, Listen +12, Move Silently +10, Spot +12
POSSESSIONS: 2 kukris, javelin, leather armor; large blue diamond (worth 500 gp), 120 gp

Then it took me 15 minutes to do the three lycanthropy stat blocks:

BUGBEAR WERERAT – BUGBEAR FORM (CR 11) – Male Bugbear Wererat – Ftr2/Rog5 – LE Medium Humanoid (goblinoid shapechanger)
DETECTION – darkvision 60 ft., low-light vision, scent, Listen +12, Spot +12; Init +1 (Dex)
DEFENSES AC 19 (+1 Dex, +5 natural, +2 leather armor, +1 two-weapon defense), touch 11, flat-footed 17; hp 52 (3d8+2d10+5d6+10)
ACTIONS Spd 30 ft.; Melee kukri +9/+9/+4/+4 (1d4+3); Ranged javelin +8/+3 (1d6+2); Space 5 ft.; Reach 5 ft.; Base Atk +7/+2; Grapple +9; Atk Options sneak attack +1d6; Combat Feats Combat Reflexes, Two-Weapon Defense
SQ alternate form, darkvision 60 ft., evasion, low-light vision, rat empathy, scent, trapfinding
STR 17, DEX 12, CON 13, INT 10, WIS 12, CHA 9
FORT +5, REF +9, WILL +2
FEATS: Alertness, Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
SKILLS: Climb +14, Hide +12, Jump +11, Listen +12, Move Silently +10, Spot +12
POSSESSIONS: 2 kukris, javelin, leather armor; large blue diamond (worth 500 gp), 120 gp

BUGBEAR WERERAT – DIRE RAT FORM (CR 11) – Male Bugbear Wererat – Ftr2/Rog5 – LE Small Humanoid (goblinoid shapechanger)
DETECTION – darkvision 60 ft., low-light vision, scent, Listen +12, Spot +12; Init +1 (Dex)
DEFENSES AC 22 (+4 Dex, +5 natural, +2 leather armor, +1 two-weapon defense), touch 14, flat-footed 17; hp 72 (3d8+2d10+5d6+20); DR 10/silver
ACTIONS Spd 40 ft.; Melee bite +11/+6 (1d4+3 plus disease); Ranged +8/+3; Space 5 ft.; Reach 5 ft.; Base Atk +7/+2; Grapple +5; Atk Options sneak attack +1d6; SA curse of lycanthropy; Combat Feats Combat Reflexes, Two-Weapon Defense
SQ alternate form, darkvision 60 ft., evasion, low-light vision, rat empathy, scent, trapfinding
STR 17, DEX 18, CON 15, INT 10, WIS 12, CHA 9
FORT +6, REF +12, WILL +2
FEATS: Alertness, Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
SKILLS: Climb +23, Hide +12, Jump +11, Listen +12, Move Silently +10, Spot +12, Swim +4
POSSESSIONS: 2 kukris, javelin, leather armor; large blue diamond (worth 500 gp), 120 gp

BUGBEAR WERERAT – HYBRID FORM (CR 11) – Male Bugbear Wererat – Ftr2/Rog5 – LE Medium Humanoid (goblinoid shapechanger)
DETECTION – darkvision 60 ft., low-light vision, scent, Listen +12, Spot +12; Init +1 (Dex)
DEFENSES AC 22 (+4 Dex, +5 natural, +2 leather armor, +1 two-weapon defense), touch 14, flat-footed 17; hp 72 (3d8+2d10+5d6+20); DR 10/silver
ACTIONS Spd 30 ft.; Melee kukri +9/+9/+4/+4 (1d4+3) or bite +10/+5 (1d6+3 plus disease); Ranged javelin +8/+3 (1d6+2); Space 5 ft.; Reach 5 ft.; Base Atk +7/+2; Grapple +9; Atk Options sneak attack +1d6; SA curse of lycanthropy; Combat Feats Combat Reflexes, Two-Weapon Defense
SQ alternate form, darkvision 60 ft., evasion, low-light vision, rat empathy, scent, trapfinding
STR 17, DEX 18, CON 15, INT 10, WIS 12, CHA 9
FORT +6, REF +12, WILL +2
FEATS: Alertness, Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
SKILLS: Climb +14, Hide +12, Jump +11, Listen +12, Move Silently +10, Spot +12
POSSESSIONS: 2 kukris, javelin, leather armor; large blue diamond (worth 500 gp), 120 gp

I think if I had to do it again, I would probably give him magical weapons. Maybe a +1 flaming burst kukri and a +1 icy burst kukri. I might also turn his leather armor into +2 shadow leather.

Having re-familiarized myself with the lycanthropy template, I think in practice I'd skip the animal form stat block unless I was anticipating using it a lot for some reason. (His schtick is the two-weapon fighting, so he's going to fight in hybrid form, not animal form.) If the animal form came up in play, you could easily use the stats for his hybrid form, describe him as a rat, and boost his speed by +10 ft.

Scenario 3: Your demon-hunting, planar-hopping campaign is coming to a close. The final battle will be a solo battle against the Demon Queen, a 24-HD Huge Marilith. Since it is a solo boss fight, you want to give the marilith an AOE tail sweep attack that can knock down opponents.
I would prefer to advance the Marilith with class levels because I find that much quicker (and generally more interesting) than the advancement-by-HD method.

10 minutes.

What is your general feeling on monster and NPC customization in the 3ed system?
(1) That it's optional.
(2) That it's powerful.
(3) That just because it's powerful, it doesn't mean you need to use all of that power every single time you use it.

In other words: The system gives you the ability to customize every NPC with the same loving care and detail that you would spend on your own, personal PC. Which is awesome. But if you're actually spending that much time and energy on every single NPC, then you're unnecessarily wasting a lot of time and energy.

What short cuts do you use that makes your preparation easier and faster?
I have a binder full of NPC stats. This includes the Everybody Else product for common "people on the street", but is fleshed out with stat blocks cannibalized from adventures I own. And whenever I do a custom stat block, I'll usually put a copy in the binder.

NPCWiki is hugely useful as the digital equivalent thereof.

Reskinning can also be pretty useful: If I want to stat up a big, nasty orc, then it can often be just as easy to grab the stats for an ogre.

I also don't sweat the math all that much. I don't just completely ignore it, either. But I'm not building pacemakers. If this guy has a Spot bonus that's one point too high, nobody will ever know. And it'll probably balance out with the next guy who's Spot bonus ends up being one point too low. Maybe one of them was having a good day and the other one was cursed. I dunno. Whatever. It doesn't matter.

What other types of preparation do you absolutely dread when getting ready for a session?
Spell lists are a little bit of a drag, but my personal bane are spellbooks. This is particularly true because so many published adventures that should include a caster's spellbook don't bother to do so, so it ends up being labor-intensive prep at precisely those times when I'm not looking for labor-intensive prep.

Other than that: Handouts. I love 'em. They can be murderous to do.
 
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