Justin Bacon said:
Sure. But outside of your standard buff packages (which, as I mentioned, should be pre-prepped), how many bonuses and penalties are you really suffering from at any given time? I, personally, don't see a lot of penalties and bonuses stacking up in the middle of combat. As a DM, I'm usually looking at checking one or two bonuses/penalties for any given NPC at most.
The one that really caused me grief while running "Shackled City" was the Ray of Enfeeblement spell.
As I've mentioned earlier in the thread, there is a sliding scale of complexity. Personal-range buff spells are the easiest to handle, because I can work out the effects in advance, and just apply them as necessary.
The next easiest are non-personal buffs. I can't generally work these out in advance, since I don't know to whom they'll be applied (and while I could work through all the options, that's more effort than I'm really willing to go to). Still, the additions tend not to have too many consequences: a bonus to Strength applies to attack rolls, damage rolls, and a few skill rolls (see below for encumberance knock-on effects). And so on.
The next most complex are the penalties. It's easier to apply a Bless effect than a Bane effect, despite the two being mechanically equivalent, because I can rely on my PCs to remember the one but not the other.
The worst are the debuffs - Dispel Magic can really ruin my day. Especially where it takes down some but not all of the buffs.
Oh, there's one more class that's even worse still: the polymorph type spells. The mere existence of so much errata for these spells is a major source of complexity (such that I have decided to just ignore errata IMC... we use the PHB RAW). But, beyond that, these spells simply have to be prepared extensively in advance. If you aren't ready with your modified stats when you cast the spell, you can't cast the spell. (I think one consequence of that is that no-one has ever used one of these spells or effects in one of my campaigns.)
After combat, if there are lingering penalties that can't be gottten rid of, you should have enough time to go through and figure out the whole cascade of effects without any game-slowing side-effects.
Agreed. I don't particularly care how complex the cascade is outside of combat. I can deal with that easily enough. What causes me grief are changes within combat, and the plethora of options that make good preparation more difficult than it should be.
I find encumbrace to be a pain to calculate in the middle of a session even when I'm not dealing with Strength penalties. It's just one of those book-keeping chores that's annoying, and no one has ever found an easier way to handle it.
In my game, we simply drop encumberance, and only have armour reduce movement rates, etc. It works fine, although doesn't so much fix the problem as ignore it.
One thing I've toyed with is dropping the numerical encumberance ratings, and instead rate items by 'grade': Negligible, Low, Medium or High encumberance. The character's strength score would indicate how many units of one type are added to make up a unit of the next type, with the highest encumberance item determining the overall encumberance category. The utility of backpacks, sacks, belt pouches, and so forth, is that they would allow more efficient adding of units.
But I'm not sure the resulting system would actually be any easier. Besides, recalculating encumberance in mid-game would still be a pain.