Mystery Man said:
			
		
	
	
		
		
			I'm cutting out your soapbox reply on video games, and replying to what I agree with. 
		 
		
	 
No problem -- I cut that part out, actually, didn't realize a moderator chimed in on it, and it was off-topic, so my error there.
	
		
			
				Mystery Man said:
			
		
	
	
		
		
			It takes a lot of work to design and good combat. The time it takes to put the stats together is huge compared to the time it takes to resolve it. You can spend 2 hours putting together a combat encounter the PC's can take apart in 3 minutes. 
Non-combat encounters are exactly the opposite. They take minutes to prepare for and hours to resolve, if the DM is engaging enough, and the players are interested. This also, can't be taught.
		
 
		
	 
That's interesting to me, because I've found it goes the other way for me. I'm a bit more freeform with combat -- I get the stats in order and a basic guideline, but it'll take me maybe 30 minutes, more if I have to look up an ability or two. I eyeball a lot of it, because my players aren't going to start breaking the math down beyond "Okay, his AC is 25! C'mon, 14, d20, don't let me down..."
However, to get a good noncombat, conversation-heavy session ready, I do a lot more work, coming up with what the NPCs know, what they'll say, what they won't say, how they will react to such and such, what they think of the PCs, how honest they are, and all that for each one, takes me far longer than setting up a combat. It also makes for a long session, which is very, very nice.
How do you have the noncombat planning go so quickly? That would save me a -ton- of time.
-Matt