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General Tabletop Discussion
*Dungeons & Dragons
Issues with the "NPCs" in the MM and HotDQ (SPOILERS!)
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<blockquote data-quote="ruleslawyer" data-source="post: 6404714" data-attributes="member: 1757"><p>Yup; Wrathamon stated exactly what I meant. </p><p></p><p>BTW, I did build a ton of NPCs using the PC rules for all editions I've DMed, including 4th; I've just preferred a simpler, more free-form approach to NPC generation. The first complete system for generating a simplified NPC stat block that I adopted (beyond the "eyeballing it" approach I used in 1e/2e) was the villain classes system in <em>Iron Heroes</em>.</p><p></p><p>(BTW, the 4e DMG2 has rules for generating simplified NPCs using its "companion character" system; I tended to use those if I wanted, say, a 7th-level fighter antagonist NPC. One of the great things about 5e from my perspective is that, given the simplification of most classes, I probably don't need to worry too much about slimming down humanoid-NPC-style stat blocks.)</p><p></p><p>Honestly, I'm happy with any approach that meets the following criteria:</p><p></p><p>1) Has PC generation that yields interesting characters that all have the ability to contribute to the "three pillars" of game play in a balanced enough manner that no single choice is clearly godlike/obligatory;</p><p></p><p>2) Has NPC generation that:</p><p></p><p>a) makes it simple for the DM to stat out NPCs;</p><p></p><p>b) conveys all the information relevant to the NPC's expected interaction with the PCs; and </p><p></p><p>c) works well with the system used for balancing encounters with PC parties.</p><p></p><p>Beyond that point, IMHO it boils down to aesthetics, which are a personal choice.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 6404714, member: 1757"] Yup; Wrathamon stated exactly what I meant. BTW, I did build a ton of NPCs using the PC rules for all editions I've DMed, including 4th; I've just preferred a simpler, more free-form approach to NPC generation. The first complete system for generating a simplified NPC stat block that I adopted (beyond the "eyeballing it" approach I used in 1e/2e) was the villain classes system in [I]Iron Heroes[/I]. (BTW, the 4e DMG2 has rules for generating simplified NPCs using its "companion character" system; I tended to use those if I wanted, say, a 7th-level fighter antagonist NPC. One of the great things about 5e from my perspective is that, given the simplification of most classes, I probably don't need to worry too much about slimming down humanoid-NPC-style stat blocks.) Honestly, I'm happy with any approach that meets the following criteria: 1) Has PC generation that yields interesting characters that all have the ability to contribute to the "three pillars" of game play in a balanced enough manner that no single choice is clearly godlike/obligatory; 2) Has NPC generation that: a) makes it simple for the DM to stat out NPCs; b) conveys all the information relevant to the NPC's expected interaction with the PCs; and c) works well with the system used for balancing encounters with PC parties. Beyond that point, IMHO it boils down to aesthetics, which are a personal choice. [/QUOTE]
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Issues with the "NPCs" in the MM and HotDQ (SPOILERS!)
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