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Anyone else find it annoying to figure out skills for NPCs?
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<blockquote data-quote="Erratic K" data-source="post: 2027569" data-attributes="member: 14360"><p>Suggestions:</p><p></p><p>1) published adventures. You may spend some time bending fluff things to fit (names of towns, etc), but the crunchy bits are done for you.</p><p></p><p>2) don't make anything you don't need. Many people already stated this in the thread. Unless the NPC is bound for combat with the PCs, you don't need to define much. Versimilitude is good in terms of fluff and plot, but if two NPC's fight, you don't need to run the combat... a single d20 roll will do and then describe the fight as most suits your campaign or the players.</p><p></p><p>3) let others do the NPC work for you. I used the generic NPC charts in the DMG for 90% of the humanoid interactions with PCs. I've used a couple more out of FR books that had NPC charts. I'm willing to gloss over some crunchy differences (so what if my 1/2 orc fighter and dwarf fighter NPC's had largely the same stats- handwave handwave). If you are not willing to gloss over the differences, find more books that have the NPC work done for you.</p><p></p><p>4) Go object oriented: Convert other NPCs, reuse parts. Got an NPC that you like from whatever source that has bad fluff- change the fluff.</p><p></p><p>-E</p><p></p><p>On the otherhand, I'm sometimes willing to put in extra effort to design a BBEG or boss monster- and sometimes is pays, and sometimes the players avoid it... stuff happens.</p><p></p><p>By the way, I love the 80/20 NPC creation method, I'll be using that.</p></blockquote><p></p>
[QUOTE="Erratic K, post: 2027569, member: 14360"] Suggestions: 1) published adventures. You may spend some time bending fluff things to fit (names of towns, etc), but the crunchy bits are done for you. 2) don't make anything you don't need. Many people already stated this in the thread. Unless the NPC is bound for combat with the PCs, you don't need to define much. Versimilitude is good in terms of fluff and plot, but if two NPC's fight, you don't need to run the combat... a single d20 roll will do and then describe the fight as most suits your campaign or the players. 3) let others do the NPC work for you. I used the generic NPC charts in the DMG for 90% of the humanoid interactions with PCs. I've used a couple more out of FR books that had NPC charts. I'm willing to gloss over some crunchy differences (so what if my 1/2 orc fighter and dwarf fighter NPC's had largely the same stats- handwave handwave). If you are not willing to gloss over the differences, find more books that have the NPC work done for you. 4) Go object oriented: Convert other NPCs, reuse parts. Got an NPC that you like from whatever source that has bad fluff- change the fluff. -E On the otherhand, I'm sometimes willing to put in extra effort to design a BBEG or boss monster- and sometimes is pays, and sometimes the players avoid it... stuff happens. By the way, I love the 80/20 NPC creation method, I'll be using that. [/QUOTE]
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Anyone else find it annoying to figure out skills for NPCs?
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