Class passives versus Treasure passivesIt was explicitly said before that passives counted:
Have you changed your mind about that?
The core point is to minimize active abilities on both sides of the DM screen during encounters.
Look at the Evoker wizard in MOTM
Before build as a PC wizad, it would a caster with 5+ cantrips,awhole lot of spellsslots and TWENTY FIVE prepared spells to think about.
The MOTM version?
- Arcane Burst (4d10+3 force)
- Multi attack: 3 Arcane Bursts
- Sculpted Explosion (recharge 4-6)
- Wall of Ice (1)
- Ice Storm (2)
- Lightning Bolt (2)
- Magic Armor (2)
- Light (at will)
- Mage hand (at will)
- Message (at will)
- Prestidigitation (at will)
11 abilities. Easy for a DM. And you only have to think about 1-7 in a fight. And not really 7 because it's passive. You can play that monster toned down and have fun as player. And since 8-11 wont matter in most combats you and combine them and add more for a player.
- Offensive Cantrip: Arcane Burst (4 Bursts of 1d10+8 force damage)
- Sculpted Explosion (recharge 4-6)
- Wall of Ice (1)
- Ice Storm (2)
- Lightning Bolt (2)
- Magic Armor (4)
- Utility Cantrips: Light, Mage hand, Message, Prestidigitation
- Ritual Caster
- Skill Expert: Arcana
- Potent Cantrip (added to Arcane burst)
Wanna change magic armor to shield for defense? Sure.
Passive magic items are calculated into your stats on your sheet. Active magic items just has to be kept at a minimum by the DM.
I've reduced monsters and NPCs to index cards of ~10 features like how my family Urban Fantasy game works as a conversion for a high level one shot and it worked great. I can pull out and drop monsters or NPCs out on the fly without having to parse through a ton of info. And the payers grasped their PCs fast. Less "Ummm... I'm gonna"