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General Tabletop Discussion
*TTRPGs General
Abreviated NPC Stat blocks: threat or menace?
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<blockquote data-quote="SteveC" data-source="post: 2749732" data-attributes="member: 9053"><p>You know, this is going pretty far afield from the original topic, but that has never stopped me before <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> .</p><p></p><p>I did pretty much the same thing. My own system was built with the tree structure in mind, where you have roots and branches. At the highest level, you have just one stat, which would represent everything the character would do. You'd have a mook who would look like this:</p><p></p><p>hobgoblin warrior (+2)</p><p></p><p>...and whenever you would roll anything this character would be able to do, you'd just add +2 to your die roll (this was a roll and add to beat a TN system).</p><p></p><p>The next level had four attributes, Body, Reflexes, Mind and Presence at it. This was the basic level that characters were designed at. The point cost system was such that all of the branches would simply inherit points from their roots above them. The hobgoblin as a PC might look like this:</p><p></p><p>hobgoblin warrior (+2)</p><p>|</p><p>|-Body [+2] (+4)</p><p>|</p><p>|-Reflexes [+1] (+3)</p><p>|</p><p>|-Mind [0] (+2)</p><p>|</p><p>|-Presence [0] (+2)</p><p></p><p>...which meant that the character had increased their Body by 2 and Reflexes by 1 and the other values just stacked.</p><p></p><p>I finally had a third level where each of the attributes branched into two more "branch attribiutes" so you would have Strength and Health under Body, as an example.</p><p></p><p>The system worked quite well, actually. Someday, oh someday the world will see it... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="SteveC, post: 2749732, member: 9053"] You know, this is going pretty far afield from the original topic, but that has never stopped me before :) . I did pretty much the same thing. My own system was built with the tree structure in mind, where you have roots and branches. At the highest level, you have just one stat, which would represent everything the character would do. You'd have a mook who would look like this: hobgoblin warrior (+2) ...and whenever you would roll anything this character would be able to do, you'd just add +2 to your die roll (this was a roll and add to beat a TN system). The next level had four attributes, Body, Reflexes, Mind and Presence at it. This was the basic level that characters were designed at. The point cost system was such that all of the branches would simply inherit points from their roots above them. The hobgoblin as a PC might look like this: hobgoblin warrior (+2) | |-Body [+2] (+4) | |-Reflexes [+1] (+3) | |-Mind [0] (+2) | |-Presence [0] (+2) ...which meant that the character had increased their Body by 2 and Reflexes by 1 and the other values just stacked. I finally had a third level where each of the attributes branched into two more "branch attribiutes" so you would have Strength and Health under Body, as an example. The system worked quite well, actually. Someday, oh someday the world will see it... :] [/QUOTE]
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Abreviated NPC Stat blocks: threat or menace?
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