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3.5 Stat Blocks Kill my creativity
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<blockquote data-quote="swrushing" data-source="post: 2195011" data-attributes="member: 14140"><p>On the original subject...</p><p></p><p>I have reached the point where i do see a problem in doing full writeups. Recently during playtest i had to generate multiple 10th level guys and since it was playtest needed to be done right and it was more of a bear than I liked.</p><p></p><p>but, thats for what i consider bigbad or PC level design.</p><p></p><p>last campaign i ran, i started in CAMPAIGN PREP generating a number of NPCs of various levels (2nd, 4th, 6th, 8th, 10th, 12th, 15th) to be used to fil various roles. Some were MC and some were single classed (since the MC tended touse two of the lower levels, that was easy.) I then grabbed these as basic blocks for NPCs as i went along. I left a couple feats slots and a skill or two left unspent, to allow for easy tweaking if i needed it (and could leave them as "not relevent to this scenario" when i felt like it.)</p><p></p><p>So this prevented the need for me fussing with creating stat blocks whole cloth as the campaign went along, wekk after week. Sure, now and again i needed a radically different guy, but frankly, not all that often. </p><p></p><p>When winging it, i still had some raw numbers to go on.</p><p></p><p>So a little more work in the very beginning at campaign prep saved me a lot of work week in and week out. I found i can make even the same set of stats seem like a very different challenge more by setting, scenario, and personality than by his numbers being different.</p><p></p><p>Now, in the Advanced GM guide, by GR, they even have rules for quick generating NPCs and it looks pretty good too.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2195011, member: 14140"] On the original subject... I have reached the point where i do see a problem in doing full writeups. Recently during playtest i had to generate multiple 10th level guys and since it was playtest needed to be done right and it was more of a bear than I liked. but, thats for what i consider bigbad or PC level design. last campaign i ran, i started in CAMPAIGN PREP generating a number of NPCs of various levels (2nd, 4th, 6th, 8th, 10th, 12th, 15th) to be used to fil various roles. Some were MC and some were single classed (since the MC tended touse two of the lower levels, that was easy.) I then grabbed these as basic blocks for NPCs as i went along. I left a couple feats slots and a skill or two left unspent, to allow for easy tweaking if i needed it (and could leave them as "not relevent to this scenario" when i felt like it.) So this prevented the need for me fussing with creating stat blocks whole cloth as the campaign went along, wekk after week. Sure, now and again i needed a radically different guy, but frankly, not all that often. When winging it, i still had some raw numbers to go on. So a little more work in the very beginning at campaign prep saved me a lot of work week in and week out. I found i can make even the same set of stats seem like a very different challenge more by setting, scenario, and personality than by his numbers being different. Now, in the Advanced GM guide, by GR, they even have rules for quick generating NPCs and it looks pretty good too. [/QUOTE]
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