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)
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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