DaveMage
Slumbering in Tsar
Darrin Drader said:I feel that with one or two obvious exceptions, 3.x was not too complicated to play (yes, grappling sucked, and using attacks of opportunity as a balancing measure for every special attack also sucked), but the real problem area, in my experience, was the amount of prep time involved. It took a long time to build NPCs that would last for one encounter and then be forgotten, and there were other elements that were hard, though not impossible, to simply wing in-game. Now personally, I cheated quite a bit of the time. I would come up with an NPC concept, fake the BAB, AC, saves, and skills. I'd add a feat or two if I thought it would be useful, and I rarely bothered with skills, because they are rarely used in combat. This worked to an extent, but that's only because I didn't have players who were trying to reverse engineer my NPCs in-game most of the time (I have had some players who would do just that, however).
Yep. The main problem with 3e is the time it takes to prepare for and play. The prep time problem is greatly reduced with prepublished adventures (thanks Necro, Goodman, and Paizo!), so the only problem for me is the time it takes to play...which apparently wasn't solved in 4E. (Rounds go quicker, but overall combat seems to take the same amount of time according to those that have played.)
I would think an enterprising writer/designer - say, you, for example - could design a quick fix for 3.x NPCs & Monsters to bring them up or down a few levels to adjust on the fly - just by adjusting attacks and hit points. It certainly wouldn't be a perfect system, but it could be a functional one.