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How do I create an NPC Locksmith in 4e?
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<blockquote data-quote="DracoSuave" data-source="post: 5011527" data-attributes="member: 71571"><p>Seriously tho, outside the context of the adventure, it's hard to say what you need.</p><p></p><p>If he's just a locksmith to sell locks and give advice? No stats at all. He's not there to overcome challenges, he's there to further the plot. Don't need stats for that. You don't roll a save vs. getting the game moving.</p><p></p><p>If he's there to be a henchman to open locks for a party devoid of Theivery characters.... </p><p></p><p>1) Do they encounter so many locks that they need one? And if they are, why are you not simply tailoring the encounters to your player's skill sets rather than pulling out 'Well you don't have this skill so NYEH' all the time. The latter is really punishing the players for not taking skills -you- think are fun. Not cool.</p><p></p><p>2) Is it just a one-shot lock and the adventure is 'Get Locksmith to Lock for Win'? Then give him a bit of survivability (less than the players) and make protecting him from enemies a focus of encounters. This is good encounter design, as he's there as a challenge, not merely as a walking McGuffin or combat stat.</p><p></p><p>Is he going to be an antagonist against the players? Do a full combat block and make it -good- and -memorable.- This guy's a villain. Make the players -want- to do bad things to him.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5011527, member: 71571"] Seriously tho, outside the context of the adventure, it's hard to say what you need. If he's just a locksmith to sell locks and give advice? No stats at all. He's not there to overcome challenges, he's there to further the plot. Don't need stats for that. You don't roll a save vs. getting the game moving. If he's there to be a henchman to open locks for a party devoid of Theivery characters.... 1) Do they encounter so many locks that they need one? And if they are, why are you not simply tailoring the encounters to your player's skill sets rather than pulling out 'Well you don't have this skill so NYEH' all the time. The latter is really punishing the players for not taking skills -you- think are fun. Not cool. 2) Is it just a one-shot lock and the adventure is 'Get Locksmith to Lock for Win'? Then give him a bit of survivability (less than the players) and make protecting him from enemies a focus of encounters. This is good encounter design, as he's there as a challenge, not merely as a walking McGuffin or combat stat. Is he going to be an antagonist against the players? Do a full combat block and make it -good- and -memorable.- This guy's a villain. Make the players -want- to do bad things to him. [/QUOTE]
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How do I create an NPC Locksmith in 4e?
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