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The Bane of the 3ed DM: Monster Advancement, Class Levels, and Prep Time

For all the encounters, I'd just use one of the online generators, most likely Dingle's or Monster Advancer.; if I cant use those, I'll likely just cut-n-paste something from the SRD. I'll tweak the resulting stat blocks to suit the situational needs &/or my own taste. So it's not really "by the book", and the books that have the most influence IMC is any thing cut-n-pasteable.

For minion types, I'd make maybe two or three stat blocks with different schticks (eg, AC, weapons, spell focus). Each would likely take around 5 to 15 minutes depending on complexity.

For BBEGs, I generate the basic stat-block, then tinker with spell selection, items, abilities, feat, etc until I get what I want. I don't sweat the rules here; if I need a new power, i'll yoink from somewhere else, liberally reshin, or just make it up based on similarly powerful effects (eg, the marilith's tail sweep would likely come from the very similar dragon's attack). Doing a BBEG can take me a while, more if I intend/expect it to survive the fight; most of that time is figuring out background, tactics, personality, items, spells, etc.

I actually enjoy making monsters. I find having all the numbers in front of me makes them more "real" in that they all become adjectives in some sense and can guide RP, even if they're not actually used mechanically. Frex, a low Ref save might indicate the NPC is "slow & lumbering", whether or not he ever actually makes a Ref save in combat.

As for this:
GlassJaw asked:

If most of the stats can be made up, then why use them at all? Why not just decide whether the PC (or NPC) succeeds or fails at any given task?

Now that's obviously an extreme example but it illustrates my point.

If calculating stats is so cumbersome and fudging it doesn't affect the fun for everyone at the table, why go through all the trouble?

So at what point do the numbers matter?

And to put it another way, where is the "winging it" sweet spot?
IMHO, ultimately the DM's job is to provide a pile of numbers for the players the roll against. Those numbers should be in line with the party level and encounter expectation/requirement and have some sort of contextual justification, etc. (That is, if the numbers are high for lowly goblins, there should be a good reason.) In addition, the DM should slowly feed the players info (in the form of hits/misses, RP, counterattacks, etc) so they can adjust their tactics over the duration of the encounter.

Exactly where those numbers come from, though, isn't terribly important, except to the most OCD of rules lawyering players. As long as things feel consistent, and reflect an appropriate level of difficulty, it's all good.

That said, I think the "sweet spot" depends on the DM (and to a lesser extent on the players). Experienced DMs can just wing it because they know what consistency feels like; they are, in fact, using the rules, just not explicitly. Less experienced DMs (like me!) need that framework of rules as a reference point; it's how I gauge approximately how "balanced" a given encounter is against a party, if that's important in the game's context.

Could those rules be simpler? Sure; I understand that's one of the philosophies behind 4e's encounter generation. But the more complex 3e way has the advantage (to my mechanistic way of thinking, at least) that all those numbers become details that I can tune into focus or out of focus as needed. Oddly, to me they are inspirational. Ymmv ;)
 

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In my opinion, the trick to running a game when you end up having no prep time is to use stats for monsters you have and just describe them differently to the players. I did this a few weeks ago when the PCs attacked the leader of a troglodyte tribe. I hadn't had time to whip up stats for what would have been something like a 5th level barbarian troglodyte, so I just used the stats for a minotaur, gave him a space/reach of 5 ft./5 ft., bumped his hp up to 70, and gave him the troglodyte stench attack. I ignored the gore attack and powerful charge. The players (consisting of the Paizo editorial team and our esteemed publisher Erik Mona) had a blast and never knew the difference. I've actually run the majority of the encounters in this office game that way, to be honest (used a centipede swarm last week to stand in for a snake swarm, and a while back used a mummy to stand in for a freaked-out mutant dark stalker worshiper of Shub-Niggurath), and it works every time.

Gamemastering is like doing magic tricks. You can get away with a LOT if you keep your audience entertained, I guess!
 

1) First, get the basic stats ready.

Initiative: +13 (+4dex+5nerveskitter+4IA)
HP: 110 (3d8+13d4+48+16IT)
Bab+9 (+3race+6wizard)
Dr=28
Saves
Fort: +8 (+1race+4wizard+3con)
Reflex: +11 (+3race+4wizard+4dex)
Will: +15 (+3race+8wizard+4cha)

Stats (use elite array - str8, dex13, con14, int15, wis10, cha12, +3 lv up)
Str: 8
Dex: 18 (13+4race+1lv)
Con: 16 (14+2race)
Int: 17 (15+2lv)
Wis: 4 (10-6race)
Cha: 18 (12+6race)

Skills: just max out the few crucial ones (like concentration) and ignore the rest that will never come into use during combat.

You get 6 feats, 2 bonus, scribe scroll and familiar. For simplicity's sake, choose feats which provide a constant bonus, such as improved toughness, improved initiative, greater spell focus etc.

Eidetic spellcaster from dragon 357 lets you swap out scribe scroll and familiar for the ability to learn spells without a spellbook (which also means I don't have to bother statting one out).

For eq, I use the tables at the back of MIC.

Spells is another headache, but usually, I just list the highest lv ones, since these are the few I will likely get to use before he goes down. Maybe prepare a few swift/immediate action spells as well.

Prior to combat: nerveskitter + whatever buffs you want it to have.
Round 1) waves of exhaustion, quickened ray of enfeeblement at fighter, greater mirror image when attacked.
Round 2) Finger of death at rogue, or displacement if greatly threatened
Round 3) Disintegrate fighter, quickened magic missile
Round 4) whatever

That's it - no prepared spell list.

With some practice, you should have no problems visualizing their stats mentally in your head and calculating them on the fly.

Fighters are even easier - weapon focus feat tree, all the armour/shield spec feats I can find.

Rogue - probably spring attack feat tree + weapon finesse.
 

I think there is a distinction you are missing or I didn't explain properly. I'm still using the game rules. Opponents have hit points, AC, saves, all of that I just don't always use the official rules to come up with it. I'll just say the bad guy has an AC of 19 and 80 HP. I'll give him +7 to attack and 2d6+3 damage. I'll come up with it just that fast.

I see DMing a little like being the Wizard of Oz.

This. My in extremis method is just to pick a number and use it for everything, e.g. Central Casting Henchman - 7. That is, AC17, Hit +7 Damage d8+7 Fort/Ref/Wil +7, 70 hit points... you get the idea. Works surprisingly well.

If I really had to stat out a complex bad guy - say a 12th Level Derro Necromancer - I'd probably use HeroLab. But most of the time I'd just make him up as I went along.

I also tend to port pre-written stuff into my own adventures, tweaking as I go to make it all work.

I guess my average prep time per session is about 10 mins.
 

When I first starting running 3e, I really enjoyed the DM's side of the "character creation mini-game". Adding templates to monsters was fun.

Unfortunately, it didn't take long before it seemed like more work than fun. :(
 


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