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d20 needs different rules for NPCs
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<blockquote data-quote="Capellan" data-source="post: 3025583" data-attributes="member: 6294"><p>The concept of Villain classes is very different to what people seem to be taking away from this thread.</p><p></p><p>Some immediate facts:</p><p></p><p><strong>Villain classes are not better than PC classes.</strong></p><p><strong></strong></p><p><strong>Villain classes do not 'break the rules'.</strong> They do use <em>different</em> rules, but so do templates, monster advancement by hit die, and so on.</p><p></p><p>What Villain classes do is one thing and one thing only: reduce work for the GM.</p><p></p><p>To take an example from <em>Mastering Iron Heroes</em>: the Dreaded Sorcerer. <em>This guy isn't any tougher or weaker than a CR-equivalent D&D Sorcerer would be, he's simply easier to stat up.</em> Pick a CR, choose the type of spellcasting he favors, and you're done: feats and skills are done for you, his other class abilities are ready to go, and you know what spell effects he can generate.</p><p></p><p>All the villain classes in <em>Iron Heroes</em> are set up to do is provide quick'n'easy stat generation for certain archetypes of enemies (demonic brute, dark warlord, evil spellcaster, etc) at different CRs. The idea that "villains should get cool benefits that PCs do not" never enters into the equation, and people need to stop tilting at windmills on that non-issue <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As far as Villain Classes <em>in D&D</em> would go, the whole "shopping list" approach to the game (where equipment is at least as important as the character carrying it) would complicate the process of creating workable villain classes a great deal. <em>Iron Heroes</em> doesn't face that issue, which is why villain classes work so well in it.</p></blockquote><p></p>
[QUOTE="Capellan, post: 3025583, member: 6294"] The concept of Villain classes is very different to what people seem to be taking away from this thread. Some immediate facts: [b]Villain classes are not better than PC classes. Villain classes do not 'break the rules'.[/b] They do use [i]different[/i] rules, but so do templates, monster advancement by hit die, and so on. What Villain classes do is one thing and one thing only: reduce work for the GM. To take an example from [i]Mastering Iron Heroes[/i]: the Dreaded Sorcerer. [i]This guy isn't any tougher or weaker than a CR-equivalent D&D Sorcerer would be, he's simply easier to stat up.[/i] Pick a CR, choose the type of spellcasting he favors, and you're done: feats and skills are done for you, his other class abilities are ready to go, and you know what spell effects he can generate. All the villain classes in [i]Iron Heroes[/i] are set up to do is provide quick'n'easy stat generation for certain archetypes of enemies (demonic brute, dark warlord, evil spellcaster, etc) at different CRs. The idea that "villains should get cool benefits that PCs do not" never enters into the equation, and people need to stop tilting at windmills on that non-issue :) As far as Villain Classes [i]in D&D[/i] would go, the whole "shopping list" approach to the game (where equipment is at least as important as the character carrying it) would complicate the process of creating workable villain classes a great deal. [i]Iron Heroes[/i] doesn't face that issue, which is why villain classes work so well in it. [/QUOTE]
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d20 needs different rules for NPCs
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