Help me make D&D easier to DM

Chainsaw Mage said:
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?
I think his point is that you can use existing mechanics to represent wholly new creatures, and I definitely support the idea. Why go looking through Monster Manuals for a critter that fits your specific thematic needs, when you can just make up something appropriate, and give it the stats of an existing creature that fits the appropriate power level and mechanical niche?
 
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GreatLemur said:
I think his point is that you can use existing mechanics to represent wholly new creatures, and I definitely support the idea. Why go looking through Monster Manuals for a critter that fits your specific thematic needs, when you can just make up something appropriate, and give it the stats of an existing creature that fits the appropriate power level and mechanical niche?
Oh heck yeah, that works wonderfully. I've reused entire dungeons following this idea. It keeps prep time way down.
 

NCSUCodeMonkey said:
I also want to try re-working the core buffs into buff chains, but I haven't had the time to sit down and work it out yet. It would work something like the polymorph chain, in that each spell list would have a set of buffs designed to do one thing, like increase attacks, defense, alter visibility, etc. No two buffs from the same chain would stack, so you would limit the number of active buffs to the number of chains. Like ... Blur -> Displacement -> Mirror Image -> Invisibility -> Greater Invisibility ... or something. Still a work in progress :D.

This is a really good idea. I can't believe this isn't part of the core rules.
 

GreatLemur said:
I think his point is that you can use existing mechanics to represent wholly new creatures, and I definitely support the idea. Why go looking through Monster Manuals for a critter that fits your specific thematic needs, when you can just make up something appropriate, and give it the stats of an existing creature that fits the appropriate power level and mechanical niche?
Yes, that's basically what I was getting at. Thanks for helping clarify!

I also agree with what several others have said--if the player thinks s/he knows more about the monsters than the DM, there's a problem. I will be sure to change critters to "near unrecognizable" and "much more deadly than our current level can actually handle" if/when that situation happens.... Kinda pisses me off when the players try to out-think the DM using metagame knowledge.
 

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?

Absolutely! Welcome to the club. I like to call it the "come on 4th edition, isn't it about time?" club!

Here's what I've done, and it works great:
1) All buffs - do not stack, become a bonus to Attack, Damage, AC, Fort, Ref, Will, +HP/LVL
The bonus is equal to the spell level from 1st to 4th and lasts one combat.
The bonus is equal to the spell level minus -4 from 5th to 8th and lasts for 1 hr/lvl (typically one dungeon).
The bonus at ninth lasts for the day.
The difference is that different buffs add based on what the original spell was (ie, Cat's Grace add +2 to AC and Ref).
Restressing the very first point - buffs do not stack. You get one, choose wisely. That's right, enhancement, insight, size, resistance, morale, luck, racial, becomes: "buff".
Polymorph and shape change as a buff are now interesting because you can "change shape" and switch your buff accordingly.
One notable exception - cleric's divine power and righteous might I left in tact.
Much simpler, way less tracking, and you don't really "remove" anything from the game.

2) Skills - yes, it does. Many others have suggested, fudge it! Map out the ranges for skills based on low, medium, high for each CR, and then "plug" for your typical monster. See a nice post by rycanada that went down this statistical road.

3) Grappling rules - what a mess! Only fix I had on this one was practice. The good news is that by 12th plus it becomes pretty one sided, either you have freedom of movement or my bonus is easily so high that you don't stand a chance.

4) High level is a different game because of the sacred cows left in it. There are many, many great threads on running high level combat and how complex it can be. My quick suggestions include: either run your players through plane-hopping madness (by changing the environment, you can fiddle with more things), or lower your scope significantly and simply challenge the players to be leaders in a small region, while introducing things that will allow you to hold on to the versimilitude. For every measure there should be a counter measure - invisibility, flight, teleport, anti-magic shell, mordenkainen's disjunction, massive area of effect damage spells are all incredibly powerful, and have dramatic effects on the versimilitude of your fantasy S&S game. Be prepared to introduce and explain countermeasures that would have to exist to deal with all of the above.
 

My magical adjustments for ease of play:
1. Polymorph. You are only allowed to polymorph into things from MM, or a playable LA0 race. No fiend folio, mm2, mm3, mm4, mmXXX etc. Second - you must have a stat block prepared.
2. Summoning - must have a stat block ready, or pick up the MM for it. (In which case you do not get to roll HP.) Also if you try to use something and you don't know how it works, you are delayed until you understand it or change your action.
3. The part I fail at. Make notes. So say your player starts using greater blink, and you suddenly need to figure out how this works. Well take notes on it. Make it so those notes are something you can find.
-cpd
 

Wow, thanks for all the excellent advice. Unfortunately, due to a nasty exam looming over the horizon, I'm not able to chime in. I've been reading all the replies, though. Thanks!
 

Vicar In A Tutu said:
- Skills (creating a high level NPC takes an insane amount of time)

I know you only use core, but if you could find a way to implement the Skill variant from Unearthed Arcana it would make your lives a lot easier.
 



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