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DMs: Share your strategies/tricks for making 3.5 more manageable
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<blockquote data-quote="Kraydak" data-source="post: 4910081" data-attributes="member: 12306"><p>Among other things, always remember than optimization is a game for people on a limited budget (PCs, who have a defined, finite, XP income). For people w/o a limited budget (NPCs), you *could* spend hours flipping through supplements to squeeze out every last ounce of power, or you could just add an extra level. NPCs should be single classed if at all possible, and any PRCs they enter, they should enter in the obvious fashion. I'm in favor of tracking skills, BUT keep all skills at maximum value if at all reasonable (so Int+Class+Race number of skills, all at max).</p><p></p><p>The class-based system provides a quick and easy way to make fleshed-out NPCs (w/all the bells and whistles, just in case they come up!), but you have to use it as such.</p><p></p><p>Regardless, it is always the fiddliest bits that take the longest. Gear is the fiddliest bit, be it for NPCs or PCs. With the default magic item economy, players can deal with their own gear-sets, so LET them. Don't restrict their ability to buy/sell gear unless it is crucial to the campaign (BUT reserve the right to veto items in play, generally at the END of the session in which the problems become obvious, for full refund, including the ability to immediately purchase another toy). NPCs should have at most 1 non-bog-standard-big-6 item, chosen to fit the character.</p><p></p><p>And yes, in general, if you decide that an ability or item needs to go or that anything needs to be house-rule, wait until the end of the session before doing it unless it is completely and absurdly evident that it needs to happen. I would also suggest saying that it needs to go/be houseruled and asking for comments. Many things that look broken aren't, and many solutions also aren't. Give yourself time to think things over. For example, Scry-Buff-Teleport is very, very powerful, but it also has a LOT of counters already built into the game. You could nerf SBT, or you could study and use the counters. The later will provide more flavor long term, and make your world feel more organic. It will also make the PCs more special, because most of the counters to SBT involve fixed defenses for most (sane) NPCs to cower behind while the PCs are out in the open........</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4910081, member: 12306"] Among other things, always remember than optimization is a game for people on a limited budget (PCs, who have a defined, finite, XP income). For people w/o a limited budget (NPCs), you *could* spend hours flipping through supplements to squeeze out every last ounce of power, or you could just add an extra level. NPCs should be single classed if at all possible, and any PRCs they enter, they should enter in the obvious fashion. I'm in favor of tracking skills, BUT keep all skills at maximum value if at all reasonable (so Int+Class+Race number of skills, all at max). The class-based system provides a quick and easy way to make fleshed-out NPCs (w/all the bells and whistles, just in case they come up!), but you have to use it as such. Regardless, it is always the fiddliest bits that take the longest. Gear is the fiddliest bit, be it for NPCs or PCs. With the default magic item economy, players can deal with their own gear-sets, so LET them. Don't restrict their ability to buy/sell gear unless it is crucial to the campaign (BUT reserve the right to veto items in play, generally at the END of the session in which the problems become obvious, for full refund, including the ability to immediately purchase another toy). NPCs should have at most 1 non-bog-standard-big-6 item, chosen to fit the character. And yes, in general, if you decide that an ability or item needs to go or that anything needs to be house-rule, wait until the end of the session before doing it unless it is completely and absurdly evident that it needs to happen. I would also suggest saying that it needs to go/be houseruled and asking for comments. Many things that look broken aren't, and many solutions also aren't. Give yourself time to think things over. For example, Scry-Buff-Teleport is very, very powerful, but it also has a LOT of counters already built into the game. You could nerf SBT, or you could study and use the counters. The later will provide more flavor long term, and make your world feel more organic. It will also make the PCs more special, because most of the counters to SBT involve fixed defenses for most (sane) NPCs to cower behind while the PCs are out in the open........ [/QUOTE]
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