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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 3493606" data-attributes="member: 2047"><p>I would take out polymorph. It's probably the second house rule that I'm going to bring to my Shackled City game. There are some good replacements, another poster already mentioned the spells that allow you to take a specific form (though I don't recall where they're from) and the PHBII druid looks like a really fun character to play.</p><p></p><p>I also want to try re-working the core buffs into buff chains, but I haven't had the time to sit down and work it out yet. It would work something like the polymorph chain, in that each spell list would have a set of buffs designed to do one thing, like increase attacks, defense, alter visibility, etc. No two buffs from the same chain would stack, so you would limit the number of active buffs to the number of chains. Like ... Blur -> Displacement -> Mirror Image -> Invisibility -> Greater Invisibility ... or something. Still a work in progress <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p><p></p><p>Personally, I've yet to find a great character generator (although I haven't yet tried Hero Forge) so I'm right there with you. Making up a high level NPC takes forever, making it even worse when you forget half of his/her abilities and he/she gets killed in two rounds :\. When I get into making more high level NPCs, I'll probably be giving this a try: <a href="http://www.immortalshandbook.com/simony2.htm" target="_blank">http://www.immortalshandbook.com/simony2.htm</a>. </p><p></p><p>It depends. I've had DMs wing encounters and make monsters up as they go along and it worked out great. IME, players won't care as long as they're having fun. If the made-up monster bends, bends, bends, and then at the most dramatic moment, breaks, you get a great encounter. The <em>trick</em> is knowing (a) where that breaking point is and (b) having a good poker face so that the players don't see the fudges. I've had other DMs that, when their plot-important monster was dying, would throw abilities on it mad-cap in an attempt to keep it alive. And it was obvious that they were doing it, i.e. "It moves here with levitiate...oh, it' can't do that with levitate? Er...then it uses fly!" I think that modifying or creating monsters and NPCs on the fly is a great way to speed up the game, but you have to be careful that you do it in such a way that it stays fun for the players.</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 3493606, member: 2047"] I would take out polymorph. It's probably the second house rule that I'm going to bring to my Shackled City game. There are some good replacements, another poster already mentioned the spells that allow you to take a specific form (though I don't recall where they're from) and the PHBII druid looks like a really fun character to play. I also want to try re-working the core buffs into buff chains, but I haven't had the time to sit down and work it out yet. It would work something like the polymorph chain, in that each spell list would have a set of buffs designed to do one thing, like increase attacks, defense, alter visibility, etc. No two buffs from the same chain would stack, so you would limit the number of active buffs to the number of chains. Like ... Blur -> Displacement -> Mirror Image -> Invisibility -> Greater Invisibility ... or something. Still a work in progress :D. Personally, I've yet to find a great character generator (although I haven't yet tried Hero Forge) so I'm right there with you. Making up a high level NPC takes forever, making it even worse when you forget half of his/her abilities and he/she gets killed in two rounds :\. When I get into making more high level NPCs, I'll probably be giving this a try: [url]http://www.immortalshandbook.com/simony2.htm[/url]. It depends. I've had DMs wing encounters and make monsters up as they go along and it worked out great. IME, players won't care as long as they're having fun. If the made-up monster bends, bends, bends, and then at the most dramatic moment, breaks, you get a great encounter. The [i]trick[/i] is knowing (a) where that breaking point is and (b) having a good poker face so that the players don't see the fudges. I've had other DMs that, when their plot-important monster was dying, would throw abilities on it mad-cap in an attempt to keep it alive. And it was obvious that they were doing it, i.e. "It moves here with levitiate...oh, it' can't do that with levitate? Er...then it uses fly!" I think that modifying or creating monsters and NPCs on the fly is a great way to speed up the game, but you have to be careful that you do it in such a way that it stays fun for the players. [/QUOTE]
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