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<blockquote data-quote="Janx" data-source="post: 5774613" data-attributes="member: 8835"><p>Good ideas, Rune.</p><p></p><p>Some extra thoughts:</p><p></p><p>the enworld blog system might be a better repository for these. Consider each lesson a blog post.</p><p></p><p>On XP: in 3e, leveling is equal to 1000 x PC level. Therefore, if you like numbers, but are lazy, you can hand out XP as a fraction of the 1000 times party level.</p><p></p><p>So if you want the party to go up half a level, give out 500 times party level.</p><p></p><p>It still uses the XP system that the players expect, but simplifies your calculations.</p><p></p><p></p><p>On keeping NPCs simple: S'mon/Henry have a handy method for NPC stats as well. Similar to your ideas. For instance, with Skills, don't assign skills until your NPC needs it. If it's a wizard and you now need to do a Concentration roll, his ranks in it is level + 3 (max ranks). You can easily eyeball this.</p><p></p><p>As this relates to refluffing, I do not advise wasting time applying templates and making custom monsters, etc. The internet is chock full of NPC generators, equipment list generators, spell list generators to build NPCs. Just roll it up and use it.</p><p></p><p>the MMs are full of monsters. Pick some of the appropriate CR and stop trying to level up orcs to be a challenge to your 12th level party.</p><p></p><p>I have fought barely a fraction of the monsters in the MM because GMs spent too much time modding Orcs so they would be a challenge for me.</p><p></p><p>With that, one can relabel/fluff these monsters to be specialized new breeds of orcs that have a CR worthy of my time if you really want me to face more orcs.</p><p></p><p>But, I find, a lot like the concept of working with limitations, it exercises my GMing creativity to roll up a random CR12 monster and figure out how it will be the antagonist of the adventure that fits the campaign.</p></blockquote><p></p>
[QUOTE="Janx, post: 5774613, member: 8835"] Good ideas, Rune. Some extra thoughts: the enworld blog system might be a better repository for these. Consider each lesson a blog post. On XP: in 3e, leveling is equal to 1000 x PC level. Therefore, if you like numbers, but are lazy, you can hand out XP as a fraction of the 1000 times party level. So if you want the party to go up half a level, give out 500 times party level. It still uses the XP system that the players expect, but simplifies your calculations. On keeping NPCs simple: S'mon/Henry have a handy method for NPC stats as well. Similar to your ideas. For instance, with Skills, don't assign skills until your NPC needs it. If it's a wizard and you now need to do a Concentration roll, his ranks in it is level + 3 (max ranks). You can easily eyeball this. As this relates to refluffing, I do not advise wasting time applying templates and making custom monsters, etc. The internet is chock full of NPC generators, equipment list generators, spell list generators to build NPCs. Just roll it up and use it. the MMs are full of monsters. Pick some of the appropriate CR and stop trying to level up orcs to be a challenge to your 12th level party. I have fought barely a fraction of the monsters in the MM because GMs spent too much time modding Orcs so they would be a challenge for me. With that, one can relabel/fluff these monsters to be specialized new breeds of orcs that have a CR worthy of my time if you really want me to face more orcs. But, I find, a lot like the concept of working with limitations, it exercises my GMing creativity to roll up a random CR12 monster and figure out how it will be the antagonist of the adventure that fits the campaign. [/QUOTE]
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