jmucchiello said:
How is that complex? With haste in effect you add one to to hit, with invis you add another +2. If you call adding 1 or 2 to something complex, I have to assume you aren't up to 1st grade level mathematics.

I find that hard to believe.
I think it's more to the point of how many "possible" variables there are out there at high level. I agree, adding one or two isn't complex. Keeping track of the tens, hundreds of modifiers that "may" apply is another subject. I think it would be up to at least 3rd or 4th grade!
jmucchiello said:
Absolutely. Every player in my game has a character sheet with everything pre-calced including standard spells normally cast on them. Two of them have a full separate sheet for haste. When the sorcerer hastes the party (3.5e), they both flip over their sheet to use the hasted version. Even the power attackers have a few standard PA levels written on the sheet for ease of reference. If the DM has to spend time statting out encounters, the least the players can do is be ready for common occurances in play.
A big committment to ask of players. But too big? Perhaps not. I'd definitely like to hear from others on the subject. By the time you're 12th level plus, you should have more than a year invested in the character, so it may seem more worthwhile to spend time building out your character. Your point about your player's sheets presents an interesting "opportunity" for an aspiring d20 publisher. "High level character sheet" organizers (maybe even filling in a spreadsheet, that prints each "buff" version for you...
jmucchiello said:
No, it just requires a character sheet with all the types of modifiers listed. The problem comes in when you have some wacky third party thing that adds a new modifier type. The game would be simpler if there were only so many modifiers. Each of them would get a space on the character sheet. The short description of spells would always include the modifer type for ease of reference.
I've never needed a spreadsheet to track a combat. But I'll admit, I have a "head for math" so I'm not the perfect counterexample. All I'm saying is your perceived problem is not universal......
Point taken on being good at math. One of the reasons I'd like to hear from others. Again, for anyone aspiring to build the "ULTIMATE" high level character sheet, how many bonuses are there?
To Hit/Damage: BAB, Competence, Ability, Ability Enhancement, Ability Inherent, Feat (competence), Weapon Enhancement, Luck, Size, Morale, Haste, Sacred, Tactical, (possible secondary Ability, Ability Enhancement, and Ability Inherent for prestige classes), Insight, and Epic
For armor class: Class, Ability, Ability Enhancement, Ability Inherent, Feat (competence), Natural, Natural Enhancement, Armor, Armor Enhancement, Deflection, Shield, Shield Enhancement, Luck, Size, Morale, Haste, Sacred, Tactical, (possible secondary Ability, Ability Enhancement, and Ability Inherent for monk/prestige classes), Insight, and Epic
For saving throws: Base Saving Throw Bonus, Resistance, Ability, Ability Enhancement, Ability Inherent, Feat (competence), Luck, Size, Morale, Haste, Sacred, Tactical, (possible secondary Ability, Ability Enhancement, and Ability Inherent for paladin/prestige classes), Insight, and Epic
In this, I'm referring to Tactical as anything from the PH "Combat" rules such as flanking, concealment, stunning, etc.
jmucchiello said:
OTOH, maybe you shouldn't play high level D&D if it gives you such a problem. You will find that in most systems as the players get tougher, the game becomes more complex.
On the contrary, I thoroughly enjoy high level Dungeons and Dragons, and only hope to make it even better! I have run two 3rd Edition campaigns to 20th level, and one to 32nd! Our current campaign is on hiatus at around 12th level.