Not sure if it's been mentioned before as I'm too tired right now to read through the entire thread.
It seems to me that they've made templates and monster scaling as simple and workable as possible to enable speedy game play.
I'm a big fan of this style of thinking as I *much* prefer to DM games on the fly, making stuff up as an interactive story with the players input. 3.x killed that for me not just by the complexity and comprehensiveness of the rules, but by the players *expectation* of that complexity and comprehensiveness.
The players could always tell if I was unprepared and it put me off DM'ing altogether given the staggering amount of preparation needed.
These rules, however, on paper seem to give me several tools with which I can easily and quickly adapt any monster to something a little different or more challenging on the fly.
Not only that, but it would seem I still maintain a fairly concrete understanding of the level of challenge I'd be creating, so I won't under or overwhelm the players.
Sweet.
It seems to me that they've made templates and monster scaling as simple and workable as possible to enable speedy game play.
I'm a big fan of this style of thinking as I *much* prefer to DM games on the fly, making stuff up as an interactive story with the players input. 3.x killed that for me not just by the complexity and comprehensiveness of the rules, but by the players *expectation* of that complexity and comprehensiveness.
The players could always tell if I was unprepared and it put me off DM'ing altogether given the staggering amount of preparation needed.
These rules, however, on paper seem to give me several tools with which I can easily and quickly adapt any monster to something a little different or more challenging on the fly.
Not only that, but it would seem I still maintain a fairly concrete understanding of the level of challenge I'd be creating, so I won't under or overwhelm the players.
Sweet.