takasi said:
I'd like to point out that the designers have to make publishable stats all the time. It's their job. So of course they're going to want something that makes their job easier. But how is that better for me? How does making it easier for them make it easier for me?
Because if the designers can do it faster, you can perhaps do it faster as well. If they're eliminating the excessive cross-referencing (which you skipped by ignoring synergy bonuses, and other minor stuff like that), you'll be producing stats faster as well.
And since mearls has said that the improvements are in the DMG, that probably means that they've implemented some of the tables and ideas as well, isn't that a good thing?
takasi said:
And I'm not that fast when it comes to making NPCs, but I showed what I, a mere amateur DM with a job and kids, can do in less than half an hour.
Sure. But a designer has a higher mark - he must also produce an interesting NPC, that still feels organic to cater to more than one game style. It must fit the adventure. It must be as error free as possible. And has to be flexible enough to react to different party compositions.
I daresay that is an great equalizer for their advantage in being not an amateur.
Additionally, IIRC, Monte once said, it's actually worse for a designer to keep track of the rules, as he has seen many iterations and various stage, making it harder to remember which one was the final one.
But still - you needed half an hour, if the new method produces two classed, templated monsters in 40 minutes, I still consider that an improvement, EVEN if it's only 10 minutes per NPC.
Cheers, LT.