(Psi)SeveredHead
Adventurer
Kahuna Burger said:folks keep cheering the "npcs/monster and PC use different rules" philosophy on the basis that it's lack made 3x "fun to play but horrible to DM". I don't get it. I love to DM, and I am as happy to DM 3x as any other system. The only reasons I don't currently DM are practical. I would rather DM than play any day of the week. (in fact, I skip gamedays when there isn't a slot left for me to run a game in, because I've found that they aren't worth the travel effort if I "only" play.)
What is so bad about DMing 3x, and do you enjoy DMing other systems but not that one? Help me out, because 4e to me is introducing a system I don't like to fix a "problem" I'd never heard of.
I gave up running 3.x on such issues.
NPCs took too long to create, mainly due to magic items. Even using the DMG examples didn't work as they weren't optimized. (NPCs are already gimped even if you optimize their gear.) Anything that reduces the use of magic items will make NPC generation easier. 4e's magic item philosophy looks really simple; I could probably house rule that magic items can only be used by one person (so you don't bother looting NPCs for magic gear, instead looting them for cash). Of course, most NPCs would only have the three magic items (weapon or magical orb/staff/whatever, Cloak of Resistance and Robe/Armor); I don't anticipate filling up the other slots unless the NPC has a theme.
On a related note, I don't believe there's any software that can optimize magic items like a human brain... which is a bit of a shame, as this human wanted to use his brain for something fun.
On another related note, monster treasure was a pain. I used a downloaded utility to do that, which really saved time, but just showed how much treasure was being handed out... vast amounts, and yet never enough.
I liked that, compared to 2e, there were guidelines for how much a PC should have in terms of magic items. Unfortunately, the assumptions were set very high, and it was difficult to remove them. Even XP scaling was difficult; PCs were supposed to accrue treasure at a constant rate, and if you slowed down their XP gain rate, you could theoretically slow down their treasure intake rate. In practice, it didn't work. All you ended up doing was handing out lame magic items (which would be sold anyway).
NPCs were generally too weak and uninteresting; the new warlord class looks like it'll make for awesome NPCs.
Designing encounters was more work than I expected, despite the assistance of CR. An "at CR" encounter is a cakewalk, rather than a challenge. (I consider a 20% loss of resources to be a cakewalk... how do you measure that anyway?) It seems like (especially at higher levels) you're just supposed to throw monsters at the PCs until the spellcasters tap out. I'd rather use fewer, more interesting and more lethal combats, but that overpowered spellcasters even more! I know there are DMs who figured out the trick of many encounters a day, but I don't know any of them! I'm not going to use random encounters, either.
Having said that, I doubt I'll use different rules for PC-classed NPCs. It looks like most of the time-consuming stuff has been reduced. If skills are like SAGA (a breeze when it comes to the math) and magic items come with a convenient table (I'll make one if there isn't), then making an NPC might take me X minutes of coming up with an idea and five minutes for the actual numbering.
I don't know if new monsters are simpler or not. I just hope the math makes more sense (eg no more "unstoppable grappling monsters"). I also hope something is done about treasure. I don't want to deal with a weird encounter like this one:
Two unclassed mindflayers.
Several enslaved grimlocks with 2-4 levels of ranger.
Each grimlock gets more equipment than their masters. Huh? It would make more sense to pool the gear and just give it to the mind flayers, but that's too much work.
Even more painful was designing a thri-kreen pack; a thri-kreen psionicist is going to suck no matter what... and figuring out their gear (for a non-standard creature) was plain tortuous.
I didn't find monsters to be that bad. Giving them classes and templates was often a lot of work (especially when it came to stat boosts) but otherwise wasn't a big deal. I tried to use AC-boosting templates (too many monsters had lame AC scores!) and avoid stat-boosting ones. Ironically, my favorite was the Wild Cohort "template", which I figured out the CR-boosts for and shamelessly used (despite the stat boosts). I even made a Modern version and applied it to dogs, crocodiles, leopards... whatever was needed.