I was illustrating, by way of anecdote, the non-straight forward manner of the encounter building, leading to people just not bothering with it. Yeah, he wasn't a big fan of really cracking open the rules, for the most part. He and I were on two extremes. I wanted to build really interesting encounters that would really dig into the player's tool boxes.ishy wrote:Because that story, makes it sound like the 3e encounter system worked perfectly.
Your DM only pitted your group versus 'easy encounters'. Which the DMG describes as:"The group should be able to handle an almost limitless number of these encounters."
Though the DMG advises you to use more difficult encounters most of the time(90% of the encounters should be more difficult in fact), so it is a shame your DM didn't know or follow the encounter building rules.
The final encounter I put together for a gestalt campaign involved a red dragon that had taken all 10 levels of that weird starmetal PrC from complete arcane (I think?), and had become a construct, gaining a host of immunities. He had with him, a host of drow sorcerers, and a pair of Rakshasa Monk/Sorcerer specialized in Thunderlance, getting AoOs every time something moved inside 20 feet of them.
This was a dragon hunting campaign so the players had a bunch of the PrCs that hunted dragons from draconomicon and whatnot, and many of their abilities didn't work on this construct dragon.
The bard/paladin remembers he's a bard and pulls out that bard spell that empowers sonic damage and proceeded to yell its ass to death, which he hadn't really done over the course of the game.
It was a fun encounter, but statting out the rakshasas, dragon and drow sorcs had taken roughly 3 hours.
Contrasted with my buddy, who would run the biggest "timmy" monster of our CR or CR+2 or 3, mostly ignorant of our capabilities. Here's a big Dracolich, final boss of the adventure. I, playing the cleric, hit it with an empowered, twinned bolt of glory and drop it before it gets to go.
So, it's working perfectly if you want to spend 3 hours designing one encounter, have an intimate relationship with each facet of the system from the perspective of both a player and GM, and are so aware of the players abilities that you could play each of their characters yourself.
However, if you need to put together a dungeon delve in 30 minutes, it's dogshit.