Do you use a computer to help you create 3E characters and monsters?

Do you use a computer to create (calculate) characters and/or monsters for 3E?

  • Yes

    Votes: 65 60.2%
  • No (although I might type them up in a word-processor).

    Votes: 43 39.8%

Even if I use Jamie's NPC generator for a quick set of stats I always copy it in my word file containing my adventure notes, and modify it.
Important NPCs I need stats for I create completely in a textfile, with the Hitpoints etc. rolled with dice.

(I have to add that I don't have that many important NPCs I need stats for, seldom more than one or two for an adventure. Usually I just wing it, with some help from my "Goons" file containing a collection of statted NPCs from earlier adventures.)
 

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I don't trust electronic aids. I've always found that they tend to miscalculate some important number or I spend hours learning the ins and outs of the utility before realizing that the program wouldn't perform a certain function.

Good ole Microsoft Word/Excel and a calculator when necessary. They call it pen and paper for a reason, however mundane and archaic it seems to be in the digital world.
 

I will use a generator every now and then to get a starting point, but I find most softwear too inflexable, since I like to tinker with house rules.
 

Jamis Buck is my hero. I use his NPC Generator to spew out loads of 'em. Since these are essentially 'wallpaper' NPCs, I don't care if their stats are flawed. (I haven't noticed that they are, though.)

If I'm creating an important NPC, like a recurring Bad Guy, then I do it by hand, or find him/her in a published product with an idea seed.

I've used Jamis' Dungeon & Town generators too. They're great, and better yet, they're free! I've got registered copies of Campaign Suite and Roleplaying Master, but that sort of program just doesn't fit the way I run a game. I don't know if the problem is that a program that suits me hasn't been written yet, or that no possible program could ever suit me. I mean no disrespect to either of these programs, they both are quite good and well supported. If you really like running your game from a laptop, then either of these would be well worth a look.
 

It's a tie so far.

I only type my characters/NPCs/monsters. I do the calculating myself. I have used a character generator only once. I found that I could do it a lot faster myself, although the generator might have been faster if I had used it more. The main reason I don't use generators anymore is because the sheet I got from it wasn't what I wanted.
I like to be able to put things where I want on a sheet. I also like to know where all my bonusses come from, so I always print them out too (very small).
 

What I would really like is a generator for spellcasting NPCs with a list of their prepared spells. Determining what kind of spells a character, especially a cleric with domains, has prepared consumes much time.
 

Never used an electronic aid. I checked out a number, and they all seem flawed in some way or the other. It's faster and more accurate to do it myself.
 

I use PCGen to generate NPC's. Takes too much time to create high level NPC's by hand IMO. If it's a non essential NPC then I will just randomize them with JB's program.

I came across a copy of E-Tools, I can't belive they sell that POS! It's not even beta quality. Thank god I didn't buy it.
 

The question as to whether or not a program is accurate in its number crunching is a pretty valid concern. Even if it comes accurate with its core information, and you extend it with your home rules, or splat book additions, you need to have confidence in your own modifications.

Here's what I do with RolePlayingMaster:

- You can press a "Modifiers" button to show you every modifier that concerns the selected character/creature. This includes any racial, class, feat, other ability, equipment and magic that applies. If you choose to use the computer in-game, it can also include current spell effects or conditions (flatfooted, cowering, prone etc).

- By default the modifiers list is grouped by the attribute they effect (AC, Str, Dex, Will etc). It shows the full details for any modifier, including the reason for it and its stacking rules.

- The Attacks window has a special screen giving you the breakdown for any affects on the attack and the damage.

- Doing an in-game action (such as an attack or skill check), also gives you the full breakdown.

- An options tab gives you the ability to set your choices for things such as "Power Attack", "Expertise", or "Rapid Shot" choice, so you can have your calculations take the appropriate choices into account.

- Options that may not apply are listed as well. Many modifiers only apply under certain circumstances, and are easily "lost" in your standard statblock. RPM lists them as available, and in-game, you can turn them on, if appropriate. An example would be a dwarf's enhanced Spot ability when related to stonework, or perhaps the dwarf's racial bonus when attacking a goblinoid creature. This will *occassionally* apply, but you can always see its existence in the computer, and click it "on" if appropriate in a particular spot check, or attack.

- RPM has a "fast mode" and "review mode" so you can control whether or not you get to review the numbers at every stage.

The question of calculting a character/creature is has a lot more to it than a statblock calculation can feasibly cope with..
Statblocks don't typically take into account the options you choose as with feats above. For example, when did you last see a statblock showing a monk's attack, which indicated whether the Monk BAB was being used (not an obvious choice with a multi-classed monk), and whether the option for "Flurry of Blows" was taken, giving a penalty for an extra attack?
Numbers easier by hand? If you even know all the variations for large creatures equipping light weapons and wielding weapons 2-handed for an extra strength bonus, or variations for natural weapons - will you always remember to apply them?

Computers can certainly help, even if you don't trust the numbers. If nothing else, having something that can bring everything to a list for your review, showing the stacking types and rules, is extremely helpful. Combine this with generators that sensibly put entire encounters together, then allow you to chop and change race and class selections, and you're on a huge time winner.

The main issue for me would be that the program doesn't just "magically work out the numbers in a black box", and not let you see how they were put together.

Regards,
 

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