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GM Prep Time - Cognitive Dissonance in Encounter Design?
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<blockquote data-quote="Scribble" data-source="post: 5187111" data-attributes="member: 23977"><p>I'd say they predetermine the NPCs ability to cope with PCs hacking his skull off...</p><p></p><p>If said NPC is essentially a commoner with no hope of harming or surviving against the PCs should they turn on him... why waste space with stats that would be meaningless anyway?</p><p></p><p>He can't fight the PCs, so why bother providing combat stats for him to fight them?</p><p></p><p>He can offer valuable info, rituals, equipment, etc... so list that stuff.</p><p></p><p>Sure, if the PCs decide they want to recruit him to attack other commoners or something, the module makes that DM less prepared for that outcome... but then we get back to what it seems like Umbran was saying. Sooner or later you have to just prepare for the "most likely" outcome, and let the DM do the DM's job- (Dealing with option z.)</p><p></p><p>Do I think some modules could do a better job listing other things the NPCs can do aside from fighting... sure- but I don't think that stuff needs to be in a stat block. It just jumbles things up for all options, making it a mess for the DM to decide just what the heck this dude can actually effectively do in any given scenario.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5187111, member: 23977"] I'd say they predetermine the NPCs ability to cope with PCs hacking his skull off... If said NPC is essentially a commoner with no hope of harming or surviving against the PCs should they turn on him... why waste space with stats that would be meaningless anyway? He can't fight the PCs, so why bother providing combat stats for him to fight them? He can offer valuable info, rituals, equipment, etc... so list that stuff. Sure, if the PCs decide they want to recruit him to attack other commoners or something, the module makes that DM less prepared for that outcome... but then we get back to what it seems like Umbran was saying. Sooner or later you have to just prepare for the "most likely" outcome, and let the DM do the DM's job- (Dealing with option z.) Do I think some modules could do a better job listing other things the NPCs can do aside from fighting... sure- but I don't think that stuff needs to be in a stat block. It just jumbles things up for all options, making it a mess for the DM to decide just what the heck this dude can actually effectively do in any given scenario. [/QUOTE]
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