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<blockquote data-quote="Voadam" data-source="post: 8874849" data-attributes="member: 2209"><p>High level prep can be more intensive just because monsters can have more moving parts to consider, and if you are custom making NPCs or monsters (adding on class levels, templates, advancing HD) it takes longer with more add on effects to consider.</p><p></p><p>3e gives a DM tons of monster customization options that can be very fiddly that affect stat blocks in multiple dimensions and if you follow the guidelines it can be time consuming to get to the final stat block for use. Adding levels for instance you have the full character class aspects, every 4 HD or levels you bump up a stat which has many system follow on adjustments, NPC levels means level appropriate gear budget to spend on a lot of stuff that can affect the different numbers of a stat block, adding NPC levels by the guidelines means higher and varied NPC level base stats instead of stock base ones, etc.</p><p></p><p>This can be very satisfying in crafting specific opponents tuned in different ways for unique different opponents and experiences. Alternatively it can be frustrating to spend a lot of time on stuff for single encounters who might be one-shotted or potentially never actually come up in a game if the PCs go in different directions than expected.</p><p></p><p>High level prep using existing NPCs and monster stat blocks straight out of books can be done too. This is much quicker. Something like running <a href="https://www.drivethrurpg.com/product/28797/Red-Hand-of-Doom-3e?affiliate_id=17596" target="_blank">Red Hand of Doom</a> with all the stat blocks done out and tuned to the plot you are mostly focusing on the adventure plot itself in your prep.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8874849, member: 2209"] High level prep can be more intensive just because monsters can have more moving parts to consider, and if you are custom making NPCs or monsters (adding on class levels, templates, advancing HD) it takes longer with more add on effects to consider. 3e gives a DM tons of monster customization options that can be very fiddly that affect stat blocks in multiple dimensions and if you follow the guidelines it can be time consuming to get to the final stat block for use. Adding levels for instance you have the full character class aspects, every 4 HD or levels you bump up a stat which has many system follow on adjustments, NPC levels means level appropriate gear budget to spend on a lot of stuff that can affect the different numbers of a stat block, adding NPC levels by the guidelines means higher and varied NPC level base stats instead of stock base ones, etc. This can be very satisfying in crafting specific opponents tuned in different ways for unique different opponents and experiences. Alternatively it can be frustrating to spend a lot of time on stuff for single encounters who might be one-shotted or potentially never actually come up in a game if the PCs go in different directions than expected. High level prep using existing NPCs and monster stat blocks straight out of books can be done too. This is much quicker. Something like running [URL='https://www.drivethrurpg.com/product/28797/Red-Hand-of-Doom-3e?affiliate_id=17596']Red Hand of Doom[/URL] with all the stat blocks done out and tuned to the plot you are mostly focusing on the adventure plot itself in your prep. [/QUOTE]
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