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3.5 breakdown at high levels?
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<blockquote data-quote="Jhaelen" data-source="post: 4436883" data-attributes="member: 46713"><p>This!</p><p></p><p>Things get worse if you like your adventures to have a theme and the monster composition to make some sense. As it happens, I have some numbers for you:</p><p></p><p>I've recently prepared a level 12 adventure for 3E based on Ari's 'Last Breaths of Ashenport'. I used four monsters straight from the MM and created 10 new statblocks which took me about 15 hours:</p><p></p><p>My starting point were the Aboleth and Skum from MM1, Kuo-Toa from MM5, and two types of npcs created from scratch (well, for one of them I actually reused an npc created for an older adventure, increasing the class levels and upgrading the equipment).</p><p></p><p>Then I advanced some of them by adding HD, added the Half-Farspawn Template from 'Lords of Madness' and added some class levels to arrive at the required encounter levels.</p><p></p><p>As always the spellcasters took the longest. Selecting feats, spells and equipment is always slow for me, since I don't want every npc to have the same spells - that gets old real fast, imho. The second reason they take so long is that I like to include all of the mechanical effects of the spells in the stat blocks - I hate having to look up spells during fights!</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4436883, member: 46713"] This! Things get worse if you like your adventures to have a theme and the monster composition to make some sense. As it happens, I have some numbers for you: I've recently prepared a level 12 adventure for 3E based on Ari's 'Last Breaths of Ashenport'. I used four monsters straight from the MM and created 10 new statblocks which took me about 15 hours: My starting point were the Aboleth and Skum from MM1, Kuo-Toa from MM5, and two types of npcs created from scratch (well, for one of them I actually reused an npc created for an older adventure, increasing the class levels and upgrading the equipment). Then I advanced some of them by adding HD, added the Half-Farspawn Template from 'Lords of Madness' and added some class levels to arrive at the required encounter levels. As always the spellcasters took the longest. Selecting feats, spells and equipment is always slow for me, since I don't want every npc to have the same spells - that gets old real fast, imho. The second reason they take so long is that I like to include all of the mechanical effects of the spells in the stat blocks - I hate having to look up spells during fights! [/QUOTE]
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