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*TTRPGs General
Anyone else find it annoying to figure out skills for NPCs?
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<blockquote data-quote="Henry" data-source="post: 2027010" data-attributes="member: 158"><p><strong>Auncellus of Anhur</strong></p><p>human male Militant of Anhur 7; hp: 67 Init +1 Al: LN AC 24 (tch 21 ff 21) Attack MW spear ( +10 dmg 1d8+5), War hammer (+8, 1d8+4) Save F9 R3 W7; Abil S 16 D 13 C 18 I 10 W 15 Ch 11; <em>Holy Rage</em> (11 rds, 2/day, +1 to hit & dmg, +14 hp, +1 Fort, +2 Will vs. mind-affecting, +10 spd) Skills: Conc +10, Heal +4, Spot/Listen +4</p><p></p><p>Spells: 6 / 5+1 / 4+1 / 2+1 / 1+1</p><p>Cure Light Wounds (1d8+5), Divine Favor (+2 atk), Shield of Faith (+2 AC), Aid (+1 atk, 1d8+7 temp hp, 7 rds), Bull’s Strength, Spirit Weapon (+7, 1d8), Silence, Cure Moderate (2d8+7), Invisibility Purge, Divine Power (BAB: +2; +6 to STR, +7 temp hps), Ignore Pain, Unceasing Stamina</p><p></p><p>Equip: MW Spear (Celestial runes on side), Half-plate armor (Anhur insignia)</p><p></p><p>While there's absolutely nothing wrong with statting out every aspect of this character, were it me, I could not run him with those reams of info to read through at game-time. So I would stat him as simply as possible, only statting those things that would be obvious in a combat situation. For instance, a 7th level character is rarely going to be using his 0-level spells, so I didn't stat them. If he needs a light spell or a guidance, then *poof*, he's got it. I didn't take the time to list out every hit point alteration, or his base speed, etc. because there's every chance he may not even get to USE them. If he does, I've only listed it once, in the hold rage description, specifically by what it does. I've not had a player nail me yet if an NPC cast a light spell instead of a guidance, or a fireball instead of a flame arrow. </p><p></p><p>Statting it out completely is ultimately a "fair" way to do it, I'll agree; but as S'mon says, where's the fair in a DM keeping track of a cast of dozens and the Players keep track of ONE? </p><p></p><p></p><p></p><p>Likely, he was using the time instead to plot out the complicated riddle that the tactician in the group gets to solve, or coming up with an in-depth mystery for the storyteller, or hot-swapping power supplies in a failed server at 3 in the morning... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Cool deal - and when it works for a DM it works great! But if you ever get tired of assigning the last craft(pottery) point to the 17th member of the company of the Impervious Ward, you know where to find me and S'mon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>P.S.</strong> BTW, is attacking at +5/+0 a special of the Militant of Anhur class? If not, he should only be getting one attack at +5, unless there's something I'm missing.</p></blockquote><p></p>
[QUOTE="Henry, post: 2027010, member: 158"] [B]Auncellus of Anhur[/B] human male Militant of Anhur 7; hp: 67 Init +1 Al: LN AC 24 (tch 21 ff 21) Attack MW spear ( +10 dmg 1d8+5), War hammer (+8, 1d8+4) Save F9 R3 W7; Abil S 16 D 13 C 18 I 10 W 15 Ch 11; [I]Holy Rage[/I] (11 rds, 2/day, +1 to hit & dmg, +14 hp, +1 Fort, +2 Will vs. mind-affecting, +10 spd) Skills: Conc +10, Heal +4, Spot/Listen +4 Spells: 6 / 5+1 / 4+1 / 2+1 / 1+1 Cure Light Wounds (1d8+5), Divine Favor (+2 atk), Shield of Faith (+2 AC), Aid (+1 atk, 1d8+7 temp hp, 7 rds), Bull’s Strength, Spirit Weapon (+7, 1d8), Silence, Cure Moderate (2d8+7), Invisibility Purge, Divine Power (BAB: +2; +6 to STR, +7 temp hps), Ignore Pain, Unceasing Stamina Equip: MW Spear (Celestial runes on side), Half-plate armor (Anhur insignia) While there's absolutely nothing wrong with statting out every aspect of this character, were it me, I could not run him with those reams of info to read through at game-time. So I would stat him as simply as possible, only statting those things that would be obvious in a combat situation. For instance, a 7th level character is rarely going to be using his 0-level spells, so I didn't stat them. If he needs a light spell or a guidance, then *poof*, he's got it. I didn't take the time to list out every hit point alteration, or his base speed, etc. because there's every chance he may not even get to USE them. If he does, I've only listed it once, in the hold rage description, specifically by what it does. I've not had a player nail me yet if an NPC cast a light spell instead of a guidance, or a fireball instead of a flame arrow. Statting it out completely is ultimately a "fair" way to do it, I'll agree; but as S'mon says, where's the fair in a DM keeping track of a cast of dozens and the Players keep track of ONE? Likely, he was using the time instead to plot out the complicated riddle that the tactician in the group gets to solve, or coming up with an in-depth mystery for the storyteller, or hot-swapping power supplies in a failed server at 3 in the morning... ;) Cool deal - and when it works for a DM it works great! But if you ever get tired of assigning the last craft(pottery) point to the 17th member of the company of the Impervious Ward, you know where to find me and S'mon. ;) [B]P.S.[/B] BTW, is attacking at +5/+0 a special of the Militant of Anhur class? If not, he should only be getting one attack at +5, unless there's something I'm missing. [/QUOTE]
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Anyone else find it annoying to figure out skills for NPCs?
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