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General Tabletop Discussion
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I am beginning to appreciate some of the design decisions of 4E.
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<blockquote data-quote="Stoat" data-source="post: 5424810" data-attributes="member: 16786"><p>I Dm'd 3.5 up to 20th level, and I routinely spent 1 to 2 hours statting up NPC's. I'd say there were basically three big time sinks for me.</p><p></p><p>1. Adding templates and class levels to existing monsters. I did this by hand, and there always seemed to be a lot of redundancy to it. Frex, Add the half-dragon template. Increase the monster's strength. Now add 8 levels of Barbaian. Add two more ability increases (maybe strength, maybe constitution, maybe dexterity). Each change to an ability ripples through the stat block, so if you change strength, change BAB, Damage, some skills, etc.</p><p></p><p>2. Picking spells for spellcasters. Yeah, he'll probably only use his best three or four spells once initiative is rolled, but he'll cast all the long lasting, low-level buffs he can in advance. It's relatively easy to make a "generic" wizard, but if you want to customize your NPC, it'll take more time.</p><p></p><p>3. Picking equipment for everybody. MIC, made this less a hassle, but I was moving on to 4E by then. As with spells, it isn't too hard to do generic. But if you want to do something special, it'll take time.</p><p></p><p>That said, I enjoyed spending the time making 3.X monsters. It was a little mini-game for me. I've got less of that time now, so I'm happy to do things the 4E way.</p></blockquote><p></p>
[QUOTE="Stoat, post: 5424810, member: 16786"] I Dm'd 3.5 up to 20th level, and I routinely spent 1 to 2 hours statting up NPC's. I'd say there were basically three big time sinks for me. 1. Adding templates and class levels to existing monsters. I did this by hand, and there always seemed to be a lot of redundancy to it. Frex, Add the half-dragon template. Increase the monster's strength. Now add 8 levels of Barbaian. Add two more ability increases (maybe strength, maybe constitution, maybe dexterity). Each change to an ability ripples through the stat block, so if you change strength, change BAB, Damage, some skills, etc. 2. Picking spells for spellcasters. Yeah, he'll probably only use his best three or four spells once initiative is rolled, but he'll cast all the long lasting, low-level buffs he can in advance. It's relatively easy to make a "generic" wizard, but if you want to customize your NPC, it'll take more time. 3. Picking equipment for everybody. MIC, made this less a hassle, but I was moving on to 4E by then. As with spells, it isn't too hard to do generic. But if you want to do something special, it'll take time. That said, I enjoyed spending the time making 3.X monsters. It was a little mini-game for me. I've got less of that time now, so I'm happy to do things the 4E way. [/QUOTE]
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I am beginning to appreciate some of the design decisions of 4E.
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