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adventurers in your world: common or rare?
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<blockquote data-quote="S'mon" data-source="post: 7149227" data-attributes="member: 463"><p>What PC class powers work well?</p><p></p><p>Hmm, I often use the Duelist +2 dmg bonus if adding extra damage dice to weapon damage seems too much. I tend though to start with the special powers of the MM NPCs and use them; some I've learned don't really work that well (eg Martial Advantage, basically sneak attack for fighter types) so if anything my NPC design has become simpler over time, I find the approach of <a href="http://rpgtinker.com/" target="_blank">http://rpgtinker.com/</a> to be excellent in practice</p><p> - add more hit points, attacks, & damage (that goes for casters too). But 4e style forced-movement powers work well, so does stuff like a no-opp-att flying leap.</p><p></p><p>I may add more good saves. If I want unusual NPCs then the 5e Feats (eg Polearm Master) are very nice, giving an NPC one immediately makes them distinctive without a huge power-up.</p><p>I've occasionally given evil priests the Negative/Necrotic Energy Blast they get in Pathfinder; it's OP in 3e/PF but works very nice in 5e for a solo bad guy. Again it's simple to apply, nasty and effective.</p><p></p><p>For a real BBEG like the Headless Horseman in my 5e version of The Asylum Stone I make them </p><p>Legendary; the 3 auto-saves & 3 legendary actions is a big power-up.</p><p></p><p>I can imagine giving a special NPC some subclass special powers like Phoenix Sorceress or </p><p>Moon Druid, but I'm probably more likely to give some unique special power. </p><p>Using Sly Flourish's min-maxed Mage - <a href="http://slyflourish.com/empowering_the_war_mage.html" target="_blank">http://slyflourish.com/empowering_the_war_mage.html</a> </p><p>- showed me that a caster just using optimal combat spells is incredibly deadly.</p></blockquote><p></p>
[QUOTE="S'mon, post: 7149227, member: 463"] What PC class powers work well? Hmm, I often use the Duelist +2 dmg bonus if adding extra damage dice to weapon damage seems too much. I tend though to start with the special powers of the MM NPCs and use them; some I've learned don't really work that well (eg Martial Advantage, basically sneak attack for fighter types) so if anything my NPC design has become simpler over time, I find the approach of [url]http://rpgtinker.com/[/url] to be excellent in practice - add more hit points, attacks, & damage (that goes for casters too). But 4e style forced-movement powers work well, so does stuff like a no-opp-att flying leap. I may add more good saves. If I want unusual NPCs then the 5e Feats (eg Polearm Master) are very nice, giving an NPC one immediately makes them distinctive without a huge power-up. I've occasionally given evil priests the Negative/Necrotic Energy Blast they get in Pathfinder; it's OP in 3e/PF but works very nice in 5e for a solo bad guy. Again it's simple to apply, nasty and effective. For a real BBEG like the Headless Horseman in my 5e version of The Asylum Stone I make them Legendary; the 3 auto-saves & 3 legendary actions is a big power-up. I can imagine giving a special NPC some subclass special powers like Phoenix Sorceress or Moon Druid, but I'm probably more likely to give some unique special power. Using Sly Flourish's min-maxed Mage - [url]http://slyflourish.com/empowering_the_war_mage.html[/url] - showed me that a caster just using optimal combat spells is incredibly deadly. [/QUOTE]
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