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<blockquote data-quote="Olgar Shiverstone" data-source="post: 3492400" data-attributes="member: 5868"><p>Some options:</p><p></p><p>1. Magic:</p><p>a. Ditch spells you feel are too complicated.</p><p>b. Consider eliminating stacking of bonuses, regardless of type -- only the highest single bonus applies.</p><p>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.</p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>4. High level play. Slow XP awards to spend more time in the "sweet spot" (you'll need to lower treasure awards to match).</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 3492400, member: 5868"] 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). [/QUOTE]
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