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Help with base class and stats on a Homebrew NPC villain!
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<blockquote data-quote="WarpedAcorn" data-source="post: 7021113" data-attributes="member: 6819400"><p>I agree and disagree with LordEntrails. I agree with it from a design standpoint, but I disagree with it because I believe that everyone should play by the same rules. If a player sees the bad guy do something cool, I feel the player should have the tools to learn how to do that. I don't like it when an enemy has an ability or skill that no one else can replicate. </p><p></p><p>In regards to having a villain that shows up multiple times, I also like the idea that the Players can tailor they own skills to counter the villain as they progress. Like the first time they see him, they're outmatched. The second time they flee, but learn something important about his skills. And the third time they can defeat him because they know how to counter his power.</p><p></p><p>That being said, my villains do have unique properties that the players' can get (I'm a hypocrite I know) that are derived from the connection with a Shadow Power that manifests in different ways. I introduced this concept with a weaker villain that they defeated who was able to cast a Nercomatic Cantrip as a Bonus Action, noting that the spellcasting seemed to generate partially form him and partially from a Shadowy Aura. But my players were also given a chance to delve into this and enhance their own skills, however being the Good-Guys they are they realized the price was too high.</p></blockquote><p></p>
[QUOTE="WarpedAcorn, post: 7021113, member: 6819400"] I agree and disagree with LordEntrails. I agree with it from a design standpoint, but I disagree with it because I believe that everyone should play by the same rules. If a player sees the bad guy do something cool, I feel the player should have the tools to learn how to do that. I don't like it when an enemy has an ability or skill that no one else can replicate. In regards to having a villain that shows up multiple times, I also like the idea that the Players can tailor they own skills to counter the villain as they progress. Like the first time they see him, they're outmatched. The second time they flee, but learn something important about his skills. And the third time they can defeat him because they know how to counter his power. That being said, my villains do have unique properties that the players' can get (I'm a hypocrite I know) that are derived from the connection with a Shadow Power that manifests in different ways. I introduced this concept with a weaker villain that they defeated who was able to cast a Nercomatic Cantrip as a Bonus Action, noting that the spellcasting seemed to generate partially form him and partially from a Shadowy Aura. But my players were also given a chance to delve into this and enhance their own skills, however being the Good-Guys they are they realized the price was too high. [/QUOTE]
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Help with base class and stats on a Homebrew NPC villain!
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