LightPhoenix
First Post
Stogoe said:Because it's explicit. Because it's that way in the rules. Because for some people, the text of the rules is the only thing that matters.
That's why there's a D&D Rules board here, and it is a viscious place.
Stogoe said:Because it's explicit. Because it's that way in the rules. Because for some people, the text of the rules is the only thing that matters.
hong, I know you're funny and stuff at times, but did you not pay attention when I built a simple, weak NPC with a high skill modifier, by the rules? What am I ignoring?hong said:You can do it without having to pay dollars and brain cells to learn, and then ignore, the rules. Which sounds like a real advantage to me.
Klaus said:hong, I know you're funny and stuff at times, but did you not pay attention when I built a simple, weak NPC with a high skill modifier, by the rules? What am I not ignoring?
Plus, look in your Monster Manual. Right there, in the appendix, they tell you how to give a creature an ability, and slap a +x to the CR if warranted. No need for your orc to take wizard levels. Just give him magic missile as a spell-like ability, throw in a +1 CR and be done with it.
I like most of what I see of 4e, and I'm eager to try the playtest characters (hell, I even layouted a PDF for Olgar Shiverstone's "Raiders of Oakhurst" adventure). But I see some things being touted as a "4e improvement" that were already possible in earlier editions.
It's possible, but it's a kludge. The idea is that the "standard rules" say that the better anyone is at a skill the higher level they have to be to get that skill. Skills only go up with levels.Klaus said:hong, I know you're funny and stuff at times, but did you not pay attention when I built a simple, weak NPC with a high skill modifier, by the rules? What am I ignoring?
Plus, look in your Monster Manual. Right there, in the appendix, they tell you how to give a creature an ability, and slap a +x to the CR if warranted. No need for your orc to take wizard levels. Just give him magic missile as a spell-like ability, throw in a +1 CR and be done with it.
I'm working within the rules to get what I need from them. And the rules allow me to apply circumstance bonuses as needed, among other things.hong said:Because if what you really want is just an NPC with the specification "must have high skill modifier", then do that. Screw all that enhancement bonus, synergy bonus, feat bonus and whatnot, and just give the guy +12. Nobody is ever going to notice. You said it yourself:
Why do NPCs need to be fully statted? So, the healer with Heal +12. Would it matter if his stats in a 3.5 adventure read:
...
He still follows the basic rules, but I only wrote up what I need for him.
And all you need is that +12. So make up your mind. Are you following the rules, or are you ignoring them?
Precisely. If all you are doing is slapping on special abilities willy-nilly, then why bother with complicated formulas like "BAB = HD x 3/4", "1 feat per 3 HD", "8 skill points/level", "+1 hp per 2 Con", "class skills are X, Y, Z, W" and so on?
Everything is possible if you ignore the rules that you paid money for.
Klaus said:I'm working within the rules to get what I need from them.
And the rules allow me to apply circumstance bonuses as needed, among other things.
Then you ask "why pay for the rules". To have a common ground, and use exceptions when needed.
hong said:Because if what you really want is just an NPC with the specification "must have high skill modifier", then do that. Screw all that enhancement bonus, synergy bonus, feat bonus and whatnot, and just give the guy +12. Nobody is ever going to notice.
Goreg Skullcrusher said:At some point the PC's will notice. +12 is perfectly feasible with a level 1 PC as demonstrated. What if the bonus was instead +40? How do you explain that without falling into a mechanic that resembles the 3.x character building design? (i.e. becoming experienced and more powerful) I can see how this can lead to a sense of inadequacy if NPC's outperform the PC's for unexplained or inadequate reasons.
What if I arbitrarily decide my blacksmith can do 3d10+5 damage. With his bare hands. The (possibly high level) PC's wonder why their weapons and spells don't even compare to this simple, ordinary blacksmith's bare hands. In short, there's a complete loss in consistency at some point in the scaling. I'm not saying 3.x got it perfect with what the max available cap is at any given level, but at least it's consistent.
Yes you can. You ignore the array. Which to begin with is a suggestion for making things easier for DMs to stat up minor characters the brick-by-brick way, not a hard and fast rule for what NPCs are capable of, even if you were playing things strictly by the book.spontaneuscombustion said:It isn't that hard to figure out that you can't get a 1st level expert that high hp or heal. For HP, you would need 18 Con at the very least. For that high heal, you could, with a human, get at most skill focus and a homebrew feat which gives +2. Then, by the nonelite array, you would be able to have 13 Wisdom, which would give +1. Even assuming that you could get a regular healing kit, which doesn't give a bonus, and 4 ranks in Heal, that is still only +10. There is absolutely no way that you would be able to have either 16 Wisdom or a Masterwork Healer's Kit (which only works 10 times anyways).