ashockney said:
Old Gumphrey, MerakSpielman, Drakonus, Flexor the Mighty!, thank you all for chiming in to the thread.
How high have you gone in your campaigns?
What pitfalls (particularly mathmatical/complexity) have you encountered?
What would you suggest to simplify?
My highest level campaign was playing a heavily modified Return to the Temple of Elemental Evil. The PCs on average were about 17th level by the end, with the highest being 20th and the lowest being about 13th.
Unfortunately, we are a fairly new group, having started with 3e in 2000, so our experience is still limited. My PCs have not quite grasped a lot of the tactical benefits available in the new system and thus still favor a "break down the door and charge" style of play. They are still not very good at stringing feats/abilities together to their maximum benefit. At the higher levels, it was frustrating because even though they had characters with great potential they failed to utilize them appropriately and on many occasions made combats much more difficult than they could/should have been.
That said though, two of the PCs were very good about utilizing their characters. The 20th level PC was a Rogue/Sorcerer/Arcane Trickster and tended to consistently have Fly/Greater Invisibility activated. He was a sneak attack and spell machine. But he was also very good about keeping separate stats available when he had all of his spells activated, so the character ran very smoothly without alot of rules consultation.
On a side note, the party actually preferred the Rogue to be invisible, because his visible form was naked, literally. He had a boom/bust run-in with the Deck of Many Things in that module and had the balls to pick 5 cards from the deck. He got the 50,000 XP bonus (hence his 20th level), the keep, a couple other minor ones, and finally the last card he drew was the pauper, so everything he had (including clothes) just vanished instantly. It was quite funny and provided some good humor to the campaign.
The other character was a fighting machine. This PC was a Ftr 1/Cleric 16 and had taken Exotic Weapon Proficiency with the Mercurial Greatsword at Level 1. Once the character had access to the Cleric buffs (Divine Favor, Righteous Might, Assassins Senses (from Relics & Rituals), etc.) and a keen version of his weapon, he was truly a sight to behold in combat. Fortunately again, this player kept a separate index card(s) with all of these stat enhancers listed so that he would know immediately what his BAB and damage bonuses would be. The end battle with the Prince of Elemental Evil was actually very anticlimactic because this character ended up doling out a couple of hundred points of damage in the matter of 2-3 rounds. I should have anticpated this and beefed up Imix to compensate.
The bottom line was that the more skilled players, much like many of the previous posters, kept additional stat cards as references.
Other things that I have done to simplify the game:
1) No more mapping. My PCs were horrible at keeping maps, so we went with drawn battle maps and have recently begun using the Adventure Tiles from Skeleton Key Games, which they really enjoy. I've also supplemented this with some of the 3d paper models from WorldWorks games, especially the props, which add a layer of depth to the 2d map and also provide a little bit of tactical flavor to encounters.
2) I've given each of the spellcasters in the group a color-coded set of the spell cards from The Other Game Company. The cards contain the complete SRD text so it eliminates having to consult the PH. This way, they can just pull out the cards they have memorized and have them right there. I also use their Monster Cards as a DM.
3) For our flying rogue, we've found that the Chessex Dice tube is very handy for representing flying critters and use that frequently.
4) I got each player an extra set of dice as a gift to encourage them to roll all of their attack/damage dice simultaneously. Their benefit to doing this is that they can reroll one of their "Santa Dice" as we call them once per evening, but have to keep the reroll.
I know these ideas don't directly address the complexity issues, but they are timesavers, which allows more time then to really deal with the harder stuff.