Anyone else long for old days simplicity?

Gez, very good point.

We can simplify the fighter by only being interested in feats that directly affect his fighting capability. So off the top of my head most core fighters will have Weapon Focus and Weapon Specialization. +1 to hit and +2 to damage. If the guy is an average say 5th level with say +2 from Strength and Constitution he will have +8 to hit and +4 to damage. The fighter assuming non human at 5th level has 5 feats available, 2 of which he has already used so he has three other feats to choose. I personally would say these would come from Power Attack/Cleave, Expertise, Dodge, Improved Initiative, or saving throw increase feats. Our fighter has a maximum of 50hp+Con and an average of 27hp+Con for average 37hp, above average 45hp-55hp.

If we only consider what's important the job becomes easier. I'm still in the process of mapping out some archetypes and think these will be invaluable in actual play i.e. want a 9th level mounted knight here you go with the basics and maybe have a couple of extra feats to allocate to non combat areas. Likewise for others.
 

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Anyway, the best solution to the issue of a long process of NPC creation is, as has been mentioned, a set of pregenerated NPCs along the lines of what is in the DMG, but broken down by archetype - knight, bandit, hedge wizard, whatever archetypes you like.

If I wasn't busy with a few other things, I'd volunteer to spearhead such a thing. But, it may be a while before I can get going on it, so if someone else has the gumption...?

I had a number of pregenerated characters to contribute to Monte Carlo's project (and I wish he'd show up again), but I stupidly deleted them from the hard drive.
 

Let's see...archetypes have been mentioned before, but let's try to come up with a list of what folk would have the most use for. I'll start a list of stuff I'd like, and if anyone has something they'd like to see, add it in. Then, once a basic list (which can be added to) is established, maybe we could all begin work on one or two at atime and post 'em, if not here, but in the Rogue's gallery.

My list to begin with:

* knight

* archer

* explorer

* hedge wizard

* horseman

* bandit

* thug

* swashbuckler

* sage

Matter of fact, most of the NPCs listed in the 1e DMG and the 1e Rogue's Gallery would be cool to have statted at different levels. Some wouldn't have to be statted for each level; perhaps something like WotC does in it's Character Close-Ups, with the character (in this case archetype) shown at 1st, 6th, and 12th level, would be appropriate and useful.

Just some thoughts.
 

ColonelH, that's along the lines I'm thinking of, although I've added in the various core classes as they are and prestige classes that I know of. I've also found it easier to think of what you want and work backwards rather than forwards. Also as I said above we don't have to stat out every feat and skill, just the important ones that effect combat or might have a bearing on play need to be in there.
 

Lord Vangarel said:
Also as I said above we don't have to stat out every feat and skill, just the important ones that effect combat or might have a bearing on play need to be in there.

Yes, that's an important point to emphasize. If the NPC graduates to the point where the rest of the feats and skills should be known, the NPC should be finished by the DM, rather than giving it full stats initially, so as to ensure the NPC is more than a cookie-cutter character.

Good idea, Lord V.
 

Another good place to see how a game uses archetypal characters is in Shadowrun. Sprawl Sites especially has a large number of "generic" archetypal characters for SR, and in the locations detailed in the book, they use these NPCs, often modified, saying something like "Use the WizKid, but replace the chain with an Ares Predator" or something like that.
 

ColonelHardisson said:
Anyway, the best solution to the issue of a long process of NPC creation is, as has been mentioned, a set of pregenerated NPCs along the lines of what is in the DMG, but broken down by archetype - knight, bandit, hedge wizard, whatever archetypes you like.

Actually, I started a project like this for my game with one hitch... I was making a bunch of Drow and other underdark characterss for my group's foray into the underdark.
 

rounser said:


I think that there's a world of difference between "X sucks" and "In my opinion, X sucks."

Ok, let me clear this out for you, to avoid any confusion:

1e sucks and in my opinion 1e sucks.

Clearer? :)
 



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