Help me make D&D easier to DM

Vicar In A Tutu said:
- Magic (buffs, some overly complicated spells, polymorph spells are a nightmare)
- Skills (creating a high level NPC takes an insane amount of time)
- Grappling rules
- High level characters becoming demigods (it feels like I'm playing a different game at higher levels)

Magic - simply disallow all the spells you don't like. You should eliminate similar monster Spell like abilities.

Grappling - compared to other bits of 3e I don't find it that complex, sorry. Maybe reduce the size bonus to a +4 if you're larger than opponent, I'd say that was plenty.

High level demigods - maybe cap item '+' at +5 rather than 'virtual +10', half the rate of XP gain, and tweak NPC demographics so 20th levellers really _are_ demigods, and go back to OD&D's spell level cap of 6th; it's the 7th-9th spells that cause most of the problems IMO.

As far as NPC demographics go, having baseline NPCs at ca 3rd level instead of 1st, and the top guys at ca 12th instead of 20th. This creates a much more stable campaign world where armies actually matter - a 12th level Wizard can destroy a battalion, but not a division (IME).
 

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Goddess FallenAngel said:
When you wing the stats, do you ever have issues with players questioning you? Like, "We've done over 50 points of damage to that creature, it has a max of 35 HP" or anything along those lines? How do you handle it when the players know the rules/monsters better than you do? (Hope that I'm not derailing the thread, I thought it might be something that the OP - and others of us reading for the same reason (me) - would be interested in knowing.)
I never never never never tell the players what they're up against. Even if it's a kobold, I make time to change the description of their appearance--their stats stay the same! In fact, it's a sort of game-within-the-game: my players often have no idea what creatures they're fighting. They wait for me to slip, which I often do, and say the name of the critter out loud.

This way, when they encounter a "drooling, greenish-grey humanoid with fluted bat-wings, small and sinister looking" they don't realize it's a goblin. The NPCs in the area call these beasts "aunadar".

Also, it's "fair" to change stats if the drama of the game requires it.
 

S'mon said:
I definitely think your best bet is to start with C&C or a similar simpler ruleset, then add in the missing bits you want like Feats. Trying to chop 3e back is an exercise in frustration.
And in like vein, it's fairly easy in C&C to add rules like Feats if you really have to have them. "It's always easier to add than to take away."
 

Yes, I have had players say that (most of the time the other players know that questioning the DM leads to in game punishment.....or at least threats of it). Then I remind them that they have no idea if this creature has levels in a class, or is actually a normal member of that race, etc. There are a million reasons in 3.5 why any creature can have any number of hitpoints or abilities.

But, mostly my players (when I used to DM for adults) just realize that I'm trying to make the game fun, and arguing about hitpoints or other rules just isn't all that much fun.

I also tend not to play with people that are more concerned about the rules than about the fun, maybe that helps....
 

Zaruthustran said:
So say that in your world the highest level spell known to mortal men is 7th, the max hit points for a mortal man is 200 (or even 150), and the max amount of damage from a mortal weapon wielder is 75.

Apologies for quoting myself, but the more I think about these ideas, the more I like 'em.

Restricting high level spells increases the importance of metamagic and low level spells, which is cool, but a nice side benefit is that you can give out access to 8th or even 9th level spells (perhaps in the form of scrolls) as treasure. In a sense they'd be minor artifacts. That's cool.

Restricting max hit points means that high level PCs are threatened by lower-level monsters, which is cool, but after thinking about it I think the cap should scale by hit die. A character with primarily d10 and d12 hit dice should have a higher HP cap than a character with primarily d4 and d6 hit dice.

For max damage cap, same theory goes. A weapon with a x3 crit should have a higher cap than a weapon with a 18-20 x2 crit. Still, I like the idea of caps because I think a guy hitting for 500+ damage is silly. Human beings* should not be able to destroy warships, towers, and bridges with a single shot.

-z

* Demigods, well, that's another story. And if the DM wanted to introduce "demigod heritage" as a treasure or plot point, then sure, that's an option.
 

There are so many numbers to remember and keep track of. Some rules are extremely complex (none of my players even bother trying to grapple since they know the game will be grind to a halt). This grows even worse at high levels (around tenth level, give or take a few levels). Yet I still want to play D&D.

I have tried Castles & Crusades, but my players weren't interested due to lack of custimization (no feats, etc), and I can't say I blame them. So I'm not interested in playing another game, I want to play D&D.

My advice then Vicar would be to keep using CnC as a frame while customising it with a/ the use of PrCs and 2/ feats at whatever rhythm you feel comfortable with. Then you'd probably get the middle ground you're searching for, and the players would be all for it. :)

Remember: the attraction of the Players towards PrCs and feats is to crystallize their character concept within the boundaries of the game world and rules, and to go forward (i.e. gain power over the fictitious environment) from there. Use it to your advantage! Make the rules your own! :)
 
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Some options:

1. Magic:
a. Ditch spells you feel are too complicated.
b. Consider eliminating stacking of bonuses, regardless of type -- only the highest single bonus applies.
c. If you want to keep stacking, use buff cards for routine uses, and put them on the table in plain sight so everyone can see. This works remarkably well for group buffs, bard's song, etc.
d. Polymorph, etc. Allow only 1 alternate form, OR allow only forms the PC has experienced before (can't suddenly become a baboon if you've never seen a baboon, etc). Also, you can't change into a form unless you have all the relevant stats calculated ahead of time. Polymorph should be a headache for players, not the DM -- put the onus on them.

2. Grappling. I recommend a short flow-chart cheat sheet. Alternately, ditch the touch attack, and do the AoO followed by an opposed grapple check. Appropriate feats get you out of the AoO. Successful grapple check = execute grapple-based actions.

3. NPCs. Don't go into detail; only calculate those things that are likely to come into play, and simply wing the rest. No one's checking your work; it really doesn't matter if you miss a few skill points or a feat here or there. I've learned you can still do relevant 3.5 NPC design in one line (e.g. Joe Blow (H Com 6, Bluff +6) for a RP encounter NPC; Jim Bob (FTR 3, AC 16, hp 30, Mv 20, ATK +6 (longsword 1d8+4), Saves F6, R 2, W 1, Power Attack, Combat reflexes) for a combat mook). Use an NPC generator -- I like Jamis Buck's, if it is still available.

4. High level play. Slow XP awards to spend more time in the "sweet spot" (you'll need to lower treasure awards to match).
 

Wraith Form said:
I never never never never tell the players what they're up against. Even if it's a kobold, I make time to change the description of their appearance--their stats stay the same! In fact, it's a sort of game-within-the-game: my players often have no idea what creatures they're fighting. They wait for me to slip, which I often do, and say the name of the critter out loud.

This way, when they encounter a "drooling, greenish-grey humanoid with fluted bat-wings, small and sinister looking" they don't realize it's a goblin. The NPCs in the area call these beasts "aunadar".

But wouldn't their *characters* recognize some of these creatures? Wouldn't their *characters* say, "The locals call these 'aunadar', but back in Greyhawk we call them 'goblins'".

Or are your players always encountering monsters their characters have never encountered before?
 

Vicar In A Tutu said:
I specifically want to adress the following things:

- Magic (buffs, some overly complicated spells, polymorph spells are a nightmare)
- Skills (creating a high level NPC takes an insane amount of time)
- Grappling rules
- High level characters becoming demigods (it feels like I'm playing a different game at higher levels)

Has anyone else experimented with tweaking the rules for such a purpose?

Magic:
*Replaced all specific stat buff spells with one general spell. Choose which stat gets buffed when it's cast. Only one such spell can active on a character at any one time.
*Stacking = 1 mundane source, e.g., masterwork weapon, feat. 1 circumstance, e.g., bad lighting, slippery. 1 magic, e.g., spell, magic item, Su ability.
*Stacking = Alternately, someone suggested in another thread to allow everything to stack, up to +5 total. No more, no matter what sources.

Skills:
*Npc's have good, moderate, poor skills. If a good skill, bonus = level + 5. Moderate, bonus = level. Poor = no bonus. Ignore skill points and cross class - just give them whatever skills makes sense, don't worry if it's technically too many/few points.

Grappling:
*Use Bento's suggestion (that's pretty much what how my group plays grapple)
*Avoid monsters that have improved grab... :p

High Level:
*Tried to convince my group to limit spells to 5th level or below. Haven't succeeded yet, but that change (plus simplifying stacking rules) would eliminate quite a bit of the complexity and power of high level play.

Other:
*Eliminate iterative attacks. Give all characters (and creatures with weapons) one attack, but add their BAB to damage. Works out much the same, without all the extra rolls.
*Turn Undead becomes positive energy damage in a radius around the cleric. Turn resistance subtracts from the damage. If you keep the damage low (1d6 per two levels, + Cha mod), you don't even need to give the undead a save.
*Change most circumstancial modifiers to weaker, "always on" modifiers. Example: instead of giving dwarves a +2 bonus vs. poison and spells, give them a flat +1 to Fort saves.
 


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