Pielorinho
Iron Fist of Pelor
I use the generators pretty often, but I always have to do about 10-15 minutes worth of work editing the results before I'm happy with them.
I may want a cleric of a god of Trickery and Vermin, for example. Vermin is a homemade domain, so I know I won't get that. Trickery as a domain gives access to various skills. The cleric needs a high charisma to take advantage of those skills; he should also be a reasonably good fighter.
So I can generate something, but usually I'll stop as soon as I get some attribute stats that I'm happy with. I let the generator figure out AC, melee and ranged attacks, saves, skill points, hit points, etc., based on attributes.
Then I go through and rearrange skill points. Then I go through and rearrange feats. Then I go through and rearrange spells. Then I go through and figure out the saves on the spells. Then I open the NPC equipment generator and generate equipment until I get something close to what I want. Then I go through the generated equipment and tweak it until it's exactly what I want. Then I go back to the character and change the stats to reflect the addition of equipment. Then I make myself notes about magic items that I'm not immediately familiar with, such as the range and effects of a potion of firebreath, the DC on a wand of command, etc.
I honestly don't remember how long it took me to create an NPC in 2ed or even 1ed (it's been about 13 years since I've played 1E). But I know it takes me quite awhile to get an NPC that I'm happy with in 3E.
I generally think that NPCs should be at least somewhat optimized. Someone who devotes her life to worshipping the Scorpion Lord isn't going to take skill focus: macrame -- she won't have time.
Daniel
I may want a cleric of a god of Trickery and Vermin, for example. Vermin is a homemade domain, so I know I won't get that. Trickery as a domain gives access to various skills. The cleric needs a high charisma to take advantage of those skills; he should also be a reasonably good fighter.
So I can generate something, but usually I'll stop as soon as I get some attribute stats that I'm happy with. I let the generator figure out AC, melee and ranged attacks, saves, skill points, hit points, etc., based on attributes.
Then I go through and rearrange skill points. Then I go through and rearrange feats. Then I go through and rearrange spells. Then I go through and figure out the saves on the spells. Then I open the NPC equipment generator and generate equipment until I get something close to what I want. Then I go through the generated equipment and tweak it until it's exactly what I want. Then I go back to the character and change the stats to reflect the addition of equipment. Then I make myself notes about magic items that I'm not immediately familiar with, such as the range and effects of a potion of firebreath, the DC on a wand of command, etc.
I honestly don't remember how long it took me to create an NPC in 2ed or even 1ed (it's been about 13 years since I've played 1E). But I know it takes me quite awhile to get an NPC that I'm happy with in 3E.
I generally think that NPCs should be at least somewhat optimized. Someone who devotes her life to worshipping the Scorpion Lord isn't going to take skill focus: macrame -- she won't have time.
Daniel