ThirdWizard said:It's happened to the best of us. We pick out this really nasty critter who is going to show the PCs who's boss. The encounter comes, and the creature is killed without any problem. Then you look down and notice that one ability, a spell like ability, maybe some DR or SR you overlooked, or a slew of other possibilities that would have completely turned things around. Then you sigh, swearing you'll never make that mistake, then make it again next session. Ah, I know it too well.
Morrus said: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!
Morrus said: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.
Morrus said: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.
EricNoah said:A script goes out the window after the first round of combat. PCs are too unpredictable to make it work very well. I'm not saying I wouldn't want a product that made running high-level monsters easier, but I don't know if scripts are the way to go...
S'mon said:I don't really see the game as adversarial so I don't worry if the PCs win more easily than expected; it's better than the alternative.