Scrivener of Doom
Adventurer
So how long do your combats run? I mentioned earlier that our sessions were about 3 hours, and it was commonplace for the entire session to be a single combat. Bigger fights could stretch across 2 sessions.
45 minutes is about right for us, with major encounters taking 60-90 minutes. (My longest single D&D battle remains the 15-round , 4-hour spectacular in 3.5E at level 15... where not a single player lost interest!) We normally do two small encounters and one major encounter per session. The rest of the time is taken up with "story" (including skill challenges).
(snip) Masterplan is excellent, don't get me wrong on that - but you missed out on the pre-C&D phase where you could import everything you needed with a single click, share everything you created easily, share your "templated"/"campaigned" settings and content in a single click (ok, two or three, but still!) A whole market/community could have been born from this!
I understand why all this had to be killed. But man... It was just so awesome! I guess I'm seeing it in a dimmer light for having been blinded by hope (wow... that was maudlin!)
And, can you imagine what that software could be with a decent UI designer? An API?! So many things lost before they were even created...
I should probably play some Vampire: The Masquerade... I have so much angst right now, I'd be "killin' it"!
(snip)
I really did miss its halcyon days!

I'll see your angst, and raise you regret over lost opportunities....
(snip) Ex: A dragon's "claw/claw/bite" non-sense* becomes a single attack where if you target everything in range, on an even roll (or 16+, or whatever) you add ongoing elemental damage (i.e. that was a bite), on another you push/slide (that was a tail), etc. (snip)That is a great idea!
I have been rethinking dragons, in particular, because I really don't like solo monsters. (I use them but I don't like them.) That might be a really elegant way of addressing some of the issues relating to creatures like dragons. Thanks: I will think about that some more.
(snip) For those kinds of foes, you can significantly reduce the number of "specific attacks" and those : "you use 1 of these and 2 these with a standard action" kind of powers that just take-up space on the stat-block (is it "block" or "bloc"?) (snip)
Block. A bloc is a group of people or nations.
I do like the elegance of reducing the size of stat blocks. I find the monsters/NPCs I enjoy using most are those where they have, roughly, one trait, two powers, and one triggered power or minor power. That's enough to give them some variety but not enough to make you enter the state of analysis-paralysis.
(snip) I do like the eIt also works great for those situations where "a telling blow" should have an added effect : rogu-ish types add a "debuff" on 16+, this demon poisons, etc. It's especially nice for abilities that used to be reserved for "on a crit" but really should happen more often. (snip) /quote]
I've expanded crit ranges on some of my monsters and then had those expanded crit ranges produce additional effects. The beauty of that is that it doesn't increase the number of powers but it does increase the variety.