I wanted to pick up on something Ryan Dancey said in another thread.
Now, does anyone else have this problem when running a game? I most certainly do. In fact, just tonight one of my party faced an opponent 3 levels higher and completely trounced her. That, frankly, was due to the reasons given above.
I recognise, of course, that many DMs will be far better than I am at this sort of thing. But I also assume that there are many DMs with the same "weakness" as I have - namely an inability to master brand new NPCs or monsters in a very short period of time to the degree that a player can. The player in question has a 17th level paladin - and has had two years(!) to master every facet of the character, make choices, optimise him, practise many different "combos", techniques and tactics. I, on the other hand, had to master a new 20th level fighter in very short order.
Of course, I have the problem with high level monsters, too. Expecially outsiders with a large slew of abilities. And don't even start talking about high level spellcasters! Players have access to a slew of books containing spells, PrCs, feats and so forth (and I'm just talking about WotC's books here). They need to master a small selection of that - the bit which applies to their character. I need to master the whole damn lot at some point or other!
One solution, naturally, is to cut down on the number of books used. Using just the three core rulebooks would help alleviate the problem for me. Even so, I'd still find it difficult, I think.
I need D&D to be easier. Not less complex. Not with less options. But easier. And that ease, I believe, can be provided with "advice based" entries for each monster. Still doesn't help with NPCs, but perhaps a selection of "spellcaster templates" each of which deals with a different "style" of spellcaster (the blaster, the necromancer) and the strategies and combinations available.
RyanD said:Another area that I think the game could stand improvement is in scripted combat. One big issue is that players already know most of the ins and outs of their PCs, but most DMs are playing most higher level monsters for the first time. That puts the players in an information advantage. "Scripted" combat actions for monsters that fully exploit their powers to maximum effect would relieve some of this burden. I think there's even room for "Core Book V: Fighting the Monsters" a DM's guide to monstrous tactical combat.
Now, does anyone else have this problem when running a game? I most certainly do. In fact, just tonight one of my party faced an opponent 3 levels higher and completely trounced her. That, frankly, was due to the reasons given above.
I recognise, of course, that many DMs will be far better than I am at this sort of thing. But I also assume that there are many DMs with the same "weakness" as I have - namely an inability to master brand new NPCs or monsters in a very short period of time to the degree that a player can. The player in question has a 17th level paladin - and has had two years(!) to master every facet of the character, make choices, optimise him, practise many different "combos", techniques and tactics. I, on the other hand, had to master a new 20th level fighter in very short order.
Of course, I have the problem with high level monsters, too. Expecially outsiders with a large slew of abilities. And don't even start talking about high level spellcasters! Players have access to a slew of books containing spells, PrCs, feats and so forth (and I'm just talking about WotC's books here). They need to master a small selection of that - the bit which applies to their character. I need to master the whole damn lot at some point or other!
One solution, naturally, is to cut down on the number of books used. Using just the three core rulebooks would help alleviate the problem for me. Even so, I'd still find it difficult, I think.
I need D&D to be easier. Not less complex. Not with less options. But easier. And that ease, I believe, can be provided with "advice based" entries for each monster. Still doesn't help with NPCs, but perhaps a selection of "spellcaster templates" each of which deals with a different "style" of spellcaster (the blaster, the necromancer) and the strategies and combinations available.