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Anyone else find it annoying to figure out skills for NPCs?
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<blockquote data-quote="el-remmen" data-source="post: 2025994" data-attributes="member: 11"><p>I think you are all getting me wrong. </p><p></p><p>I am not talking about stating out blacksmiths or townguards. Usually they are such low level that it is relatively easy to do their skills if I feel the need at all. </p><p></p><p>Rather I am talking about things like "The Company of the Impervious Ward" - an elite mercenary band specializing in bringing down wizards, with a compliment of both mid to high level officers and various foot soliders. Right there I had a group of two score NPCs (soe of which admittedly were exactly the same by group) that might be encountered in a variety of environments depending on when they eventually met up with the party. Their spot, listen, hide, climb, ride and jump (and perhaps even swim) were all very important, along with the leaders' knowledge skills, or their ability to repair their own weapons and armor if the party met them several times.</p><p></p><p>I run a very verisimilitudinous game - and you never know what might happen - fighting retreats, hiding, ambush, re-grouping, religious debate, gathering information - any and all of these things might come into play and as soon as I start "faking it" in one situation I might over or under compensate in terms of skills/feats/abilities if I don' recall or happen to not what I decided on the spot for them and then we do get into the range of not fair for the players, because <em>their</em> characters do have to keep track of skills and armor check penalties (and even rations!) and the same things they should have to keep in midn when attempting something their opponents and allies should have to keep in mind as well.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 2025994, member: 11"] I think you are all getting me wrong. I am not talking about stating out blacksmiths or townguards. Usually they are such low level that it is relatively easy to do their skills if I feel the need at all. Rather I am talking about things like "The Company of the Impervious Ward" - an elite mercenary band specializing in bringing down wizards, with a compliment of both mid to high level officers and various foot soliders. Right there I had a group of two score NPCs (soe of which admittedly were exactly the same by group) that might be encountered in a variety of environments depending on when they eventually met up with the party. Their spot, listen, hide, climb, ride and jump (and perhaps even swim) were all very important, along with the leaders' knowledge skills, or their ability to repair their own weapons and armor if the party met them several times. I run a very verisimilitudinous game - and you never know what might happen - fighting retreats, hiding, ambush, re-grouping, religious debate, gathering information - any and all of these things might come into play and as soon as I start "faking it" in one situation I might over or under compensate in terms of skills/feats/abilities if I don' recall or happen to not what I decided on the spot for them and then we do get into the range of not fair for the players, because [I]their[/I] characters do have to keep track of skills and armor check penalties (and even rations!) and the same things they should have to keep in midn when attempting something their opponents and allies should have to keep in mind as well. [/QUOTE]
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Anyone else find it annoying to figure out skills for NPCs?
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