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General Tabletop Discussion
*Dungeons & Dragons
Balancing NPCs/Monsters in Modos
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<blockquote data-quote="GMMichael" data-source="post: 6142444" data-attributes="member: 6685730"><p><a href="http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page" target="_blank">http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page</a></p><p>I put together a character system, skill system, combat system, and spell system. Now I need monsters. And as I'm designing the monsters (similar method as characters), I realize: this creation system can go in any number of directions. I can make a hands-down, shoot-you-in-the-eye elf sniper, or I can make a three-toed-sloth that is absolutely useless, but he casts Wrath of Demons like nobody's business.</p><p></p><p>What I realized is that sure, any build can be maximized. But how the heck do I make a balanced monster?</p><p></p><p>While I'm working on my solution, here's the relevant info if you'd like to help:</p><p></p><p>Character traits: Level, Abilities, Skills, Perks, and Gear.</p><p></p><p>Level: each level is a set of three improvements: 1 bonus ability point, 1 bonus skill point, and 1 bonus perk.</p><p></p><p>Abilities: Physical, Mental, and Metaphysical. All three should generally add up to 30 at first level. </p><p></p><p>Skills: What the character can improve incrementally. Notably, there are multiple attack skills, but only three defense skills, one for each ability: Parry (Phys), Concentrate (Ment), Willpower (Meta). Skill points cannot exceed Level.</p><p></p><p>Perks: allow characters to get interesting. Since these can be used to buy another ability or skill point, they can be used as a balancing mechanism in monster creation.</p><p></p><p>Gear: most notable here are weapons (which deal one die of damage per action) and armor (which prevent a die of damage per action).</p><p></p><p>Thanks for input!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6142444, member: 6685730"] [URL]http://www.obsidianportal.com/campaign/p-p-rpg/wikis/main-page[/URL] I put together a character system, skill system, combat system, and spell system. Now I need monsters. And as I'm designing the monsters (similar method as characters), I realize: this creation system can go in any number of directions. I can make a hands-down, shoot-you-in-the-eye elf sniper, or I can make a three-toed-sloth that is absolutely useless, but he casts Wrath of Demons like nobody's business. What I realized is that sure, any build can be maximized. But how the heck do I make a balanced monster? While I'm working on my solution, here's the relevant info if you'd like to help: Character traits: Level, Abilities, Skills, Perks, and Gear. Level: each level is a set of three improvements: 1 bonus ability point, 1 bonus skill point, and 1 bonus perk. Abilities: Physical, Mental, and Metaphysical. All three should generally add up to 30 at first level. Skills: What the character can improve incrementally. Notably, there are multiple attack skills, but only three defense skills, one for each ability: Parry (Phys), Concentrate (Ment), Willpower (Meta). Skill points cannot exceed Level. Perks: allow characters to get interesting. Since these can be used to buy another ability or skill point, they can be used as a balancing mechanism in monster creation. Gear: most notable here are weapons (which deal one die of damage per action) and armor (which prevent a die of damage per action). Thanks for input! [/QUOTE]
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