Doug McCrae said:
There are several factors:
1) Level. High level means more feats, magic items, classes/PrCs, skills and spells to choose in char gen. In combat there are more options, more attacks and way more buffs to keep track of. Dispel on a highly buffed char is particularly time consuming.
True. Our games rarely go beyond 8th, to a max of around 12th before we lose interest and play some superhero games or something. (We are not big with the attention span.)
When we do play higher level characters, we start out that way. 20th level, go nuts, and in that case character design all happens in one sitting, so it's pretty painless, as opposed to building it up level by level, which sounds mind-numbing.
I also avoid giving NPCs Prestige Classes. They were presented as something special, 'prestigious' even, and I'm not really sanguine on the idea of half of the NPCs in a city having a 'Prestige' Class. That's one of the things I converted changing over the various characters in the Freeport adventures. Warriors upgraded to Fighters (cause I'm also not a fan of NPC classes), but Assassins downgraded to Ftr / Rogues.
2) The number of splats you own. More choice = more time.
Got 'em all, but we tend to limit the ones in use. Our latest game is Core races, core classes + HoH, CArc, CW, CD and CAdv, because we weren't really up for Incarnum or anything.
I lucked out there.
Another place I luck out. The largest groups they've faced have been six and eight, and in the case of six, four where identical 'mooks' and in the case of eight, all of them were identical mooks, so I didn't have to think about them in combat, just make notes of which was number one and which was number two.
