How to simplify NPC/Monsters Creation and Combat

PowerMaster

First Post
Hello to all,

This is my first post, although It is years that I know enworld.org.

A couple of disclaimer before proceeding with the post: I am not an English speaker, so excuse me for my poor grammar. Second, I searched (via Google, I am not a subscriber yet) this forum for some help about my argument, but I came up with threads too olds or not perfectly centered on my questions.

Well, I have intentions to return (after a 2-years stop) DMing D&D 3.5 or Pathfinder (I ordered today the core rule book).

But here come the problems:
1) Gaming sessions are short, about 2 and half hour of total time if we are lucky and most of the players aren't expert so they are 20slow.

2) Creating%NPC and monsters for high level is become time consuming and frustrating, but I need this, because some players are truly experts and need/deserve quality opponents.

So I came up with the idea to simplify the creation and employment of npc and monsters. While I don't play 4E I really **love** the way those rules permits you to create and use monsters.

I would really like some advice on:
1) How to devise a system for creating NPC and monsters in a 4E-like manner where all combat attributes are derived from a formula based on [intended by the gm] role and level/hd (or some other parameters such as CR)

2) This system must also include some information on how to simplify and reduce the special/magic abilities and the spells load of the npc/monster.
How to re-formulate time-consuming (on combat) abilities, feats, manouvres and distillate them in a concise, brief format like 4E?

What I mean is, for example: I want to quickly create a 12th level wizards with some numerically implicit defenses (e.g. various bonus on CA, Saving throws) that simulate previous-casted spells. Some implicit benefits (eg. precalculated bonus on attacks, damages and DCs inflicted) that simulate feats, skills and whatever.

Of course, my wizard will have a bunch of useful spells (not all the plethora of slots and spells known will be created) and/or some special 4E-style attacks that substitute this lack of details.

In short:
* quick created numerical rules for devising what attacks/defences/hp an opponent must have related to his level
* quick created and fast-used rules for choosing spells and magic abilities.

I hope I was clear, I know that the concept sound strange... I don't want to play 4E monsters against 3.5 party. I want 3.5 monsters with a limited choose of powers (that can be 3.5 spells and/or some power 4E-style) and all their numerical variables quickly created and devised from some parameter (role, CR, HD, levels).

Cheers

PS: I already have Tequila Sunrise PDF for 4e styled rules in creating monsters, but that covers only the math aspect (btw. I would like to hear more suggestions backed by math evidence)
 
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For starters, don't roll for stats. All monsters get the ones printed in the books (average stats). Unless the players are looking at your notes, they're not going to realize that you cut out that step.

Secondly, 4E's simplification of abilities is something you can do. If you're using a PDF (or you're brave), cross out all the abilities that won't get used in the first three rounds of combat. Outside of combat, you can always bring those back in (so that the naga can take over the village by charming all the villagers, or whatever), but you don't need to be bothered with those on the fly.

Thirdly, get a book of templates, like Green Ronin's wonderful Advanced Bestiary. Use those to advance all the critters you're using. (Note that Advanced Bestiary has some very involved templates, so pay attention to the book's notations about which are harder to use than others.)

Finally, cheat. You can just reskin a monster you've got all the stats for, straight out of the Monster Manual/Bestiary, and as long as you play up the differences in flavor, your players might never figure it out.
 

EDIT: just give the NPC's a bonus you feel is appropriate. If your players complain about the NPCs math not adding up, just explain to them you don't have the time to invest in dredging through the books to make their opposition as optimized as they are and if they don't like it, they can make non optimized characters.

CR is based on how well an entity challenges the party. What is CR 9 for the core rules group of Redgar, lidda, Jozan and Mialee, is not CR 9 for an optimized party.

Pathfinder advancement works much better than 3.5. Just use the templates from that ruleset.


Simple Template: Advanced (CR +1)

Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.

Quick Rules: +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD*; +2 hp/HD.


CMD is how one defends against combat maneuvers [ trip, bullrush, etc ], the +2 to the opposed roll in 3.5 should be enough.


EDIT: If you like the normal 3.5 way of advancing monsters, check out this thread.
http://www.enworld.org/showthread.php?t=77583
 
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[MENTION=11760]Whizbang Dustyboots[/MENTION]
Thanks, the selection of a subset of abilities/spells was something I already did. Choosing a 3 round's worth of spells/power is good for offensive, but for defensive spells/qualities or some manouvres/feats?

I was wondering if it is possible to devise some generic "powers" that a magic-user npc can use (or have pre-calculated and incorporated in the stats) instead of choosing amongst a myriad of spells, actions, abilities and whatever time-consuming stuff (time-consuming both on creation and in combat).

But, thinking honestly, I cannot transform a Power Attack + Cleave of a monster in an "encounter power" that deals double damage... this could be a bad mix of 4E/3.5E... but it is really that bad?

[MENTION=1164]frankthedm[/MENTION]
Thanks, that is what I like. Nude. Crude. Fast passive and pre-calculated numbers ready for the stat block!
 

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