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<blockquote data-quote="timbannock" data-source="post: 4480119" data-attributes="member: 17913"><p>I've used the ideas of monster design for my NPCs and badguys in 3.x: give them a smaller suite of powers (or maybe a couple more, for those low-level monsters that have like 1 or 2 claw and bite attacks and nothing else of interest), give them max hp (plus Con score sometimes), and add a few status conditions into the mix.</p><p></p><p>I like having the PCs roll the dice (turning saves into defenses), but for some reason my players are resistant to the math, so that never seems to work out well.</p><p></p><p>I've used minions in my 3.x campaign, and I've also used Action Points that are more aligned with 4e: they have 3 benefits, of which you choose 1 when you spend it:</p><p></p><p>1. heal half your normal max hp as an immediate action</p><p>2. auto-succeed a single die roll</p><p>3. take an extra move, standard, or swift action</p><p></p><p>I give out Action Points at a rate of 1 per session + 1-2 for really good roleplaying.</p><p></p><p>I find that to be the best way to mix-and-match: 3.x is (to me) a "character" system, in that PCs have tons of options and get to niggle and fiddle to their hearts desire. But 4e had a lot of great streamlining and making the DM's job easier. So, I mixed the two in that way and got an easy-to-prep 3rd edition game where the players have all the options from the metric buttload of 3.x books.</p></blockquote><p></p>
[QUOTE="timbannock, post: 4480119, member: 17913"] I've used the ideas of monster design for my NPCs and badguys in 3.x: give them a smaller suite of powers (or maybe a couple more, for those low-level monsters that have like 1 or 2 claw and bite attacks and nothing else of interest), give them max hp (plus Con score sometimes), and add a few status conditions into the mix. I like having the PCs roll the dice (turning saves into defenses), but for some reason my players are resistant to the math, so that never seems to work out well. I've used minions in my 3.x campaign, and I've also used Action Points that are more aligned with 4e: they have 3 benefits, of which you choose 1 when you spend it: 1. heal half your normal max hp as an immediate action 2. auto-succeed a single die roll 3. take an extra move, standard, or swift action I give out Action Points at a rate of 1 per session + 1-2 for really good roleplaying. I find that to be the best way to mix-and-match: 3.x is (to me) a "character" system, in that PCs have tons of options and get to niggle and fiddle to their hearts desire. But 4e had a lot of great streamlining and making the DM's job easier. So, I mixed the two in that way and got an easy-to-prep 3rd edition game where the players have all the options from the metric buttload of 3.x books. [/QUOTE]
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