Particle_Man
Explorer
Oh, part of that "sorcerization" was for my benefit. It makes it a heck of a lot easier to do npcs if I don't have to pick their spells, and if every spellcaster is sorcerized with "knowledge: all spells" then I don't have to worry about having my spellcasters metagame their spellcasters' memorized choices. We are both pulling out stuff on the fly.
Mind you, the player of Christina the Hedge Mage is facing a real trial by fire here: this is an almost new player (I think she played one simplified rules one-shot (I am not sure if it was 3.x or something else) before she met me), and she is frantically looking at a borrowed phb to pick appropriate spells! That said, she is a good sport about it, and she wanted to play a spellcaster. I have suggested that she focus on some "favorites" and learn all about those. But she also does "nonspell" actions a lot, like rescue others, go for help, whip out that morningstar, etc. And since she wants to keep her magic use a secret (from most), that also is a factor. So the player is actually playing a character stuggling to understand the magical forces at her disposal, by, well, struggling to understand the magical forces at her character's disposal!
Another way to save time is for npcs to have all spare feats be toughness. If a specific npc has a reason to take a different feat, I will do so for that character, but otherwise toughness is just fine. Gives the mooks a little more durability, anyhow.
So my priorities seem to be: a) enjoyment of the game (by them and me), b) simplicity in preparation and with dealing with out of game oddities (like players not being able to make it), c) consequences of player actions (see a), d) tying earlier stuff in to later stuff, e) npc characterization that makes sense, f) using the rules mechanics, especially the cool Arthurian ones on jousting, nobility, fate, destiny, etc., and then, g) realism. It is strange what you find out about yourself when you DM.
Mind you, the player of Christina the Hedge Mage is facing a real trial by fire here: this is an almost new player (I think she played one simplified rules one-shot (I am not sure if it was 3.x or something else) before she met me), and she is frantically looking at a borrowed phb to pick appropriate spells! That said, she is a good sport about it, and she wanted to play a spellcaster. I have suggested that she focus on some "favorites" and learn all about those. But she also does "nonspell" actions a lot, like rescue others, go for help, whip out that morningstar, etc. And since she wants to keep her magic use a secret (from most), that also is a factor. So the player is actually playing a character stuggling to understand the magical forces at her disposal, by, well, struggling to understand the magical forces at her character's disposal!

Another way to save time is for npcs to have all spare feats be toughness. If a specific npc has a reason to take a different feat, I will do so for that character, but otherwise toughness is just fine. Gives the mooks a little more durability, anyhow.
So my priorities seem to be: a) enjoyment of the game (by them and me), b) simplicity in preparation and with dealing with out of game oddities (like players not being able to make it), c) consequences of player actions (see a), d) tying earlier stuff in to later stuff, e) npc characterization that makes sense, f) using the rules mechanics, especially the cool Arthurian ones on jousting, nobility, fate, destiny, etc., and then, g) realism. It is strange what you find out about yourself when you DM.

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