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Let's Look At Pathfinder 2's Weapons!
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<blockquote data-quote="Sunseeker" data-source="post: 7744453"><p>I'd like to state, for the record that "building monsters" or NPCs in 3.X or Pathfinder is one of the most boring exercises in gaming I have ever experienced.</p><p></p><p>And yet, I still love to run 3.5 and Pathfinder. How do I reconcile this? By ignoring the instructions on the back of the box. I have two sets of NPCs</p><p>"Generic humanoids" (did this for 5E too, and it's notably faster). Consisting of several of the base classes (Fighter, Rogue, Cleric, Barbarian, Wizard) levels 1-20. These are moderately well-built (as in: I followed online build-guides) NPCs designed to have a sex and a race (and sometimes a name) slapped on them when the players need to fight someone or encounter someone who <em>could</em> be fought but is otherwise a generic NPC. These make up the vast majority of Town Guards, Bandits, Cooky Old Shopkeeps, Local Priests and so forth. </p><p></p><p>I did this <em>ages</em> ago, and part of it was simply experimenting with character building for myself, so I figured if I was doing the work anyway, I might as well put it to use.</p><p></p><p>I have, since oh, probably 2014 never remade these. </p><p></p><p>My second set of NPCs are "Custom Baddies", which I threw build instructions to the wind and built monsters designed around two variables: </p><p>How hard do I want them to hit?</p><p>and</p><p>How long do I want them to last?</p><p>With an optional third variable of:</p><p>How cool do I want them to be?</p><p></p><p>For example, I built several Slivers from MTG into monsters. For those unfamiliar, slivers are highly synergistic monsters who share their specific abilities with other slivers while they are in play (in a D&D context: in range).</p><p>[ATTACH]97010[/ATTACH]</p><p>There were no feats to this monster, no classes, just high offense and high defense and two special abilities. In 4E terms, you'd probably call this an Elite Solo Leader. </p><p></p><p>I find this approach exceedingly fun (I hate plug-and-play monsters) as I love custom-building monsters. I also find it simple and just as compatible with 3.5/PF1 as it was with 4E. </p><p></p><p>I find the idea that people are stating up NPCs for each <em>individual combat</em> to be a little preposterous. Isn't that what the Bestiaries are for?</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7744453"] I'd like to state, for the record that "building monsters" or NPCs in 3.X or Pathfinder is one of the most boring exercises in gaming I have ever experienced. And yet, I still love to run 3.5 and Pathfinder. How do I reconcile this? By ignoring the instructions on the back of the box. I have two sets of NPCs "Generic humanoids" (did this for 5E too, and it's notably faster). Consisting of several of the base classes (Fighter, Rogue, Cleric, Barbarian, Wizard) levels 1-20. These are moderately well-built (as in: I followed online build-guides) NPCs designed to have a sex and a race (and sometimes a name) slapped on them when the players need to fight someone or encounter someone who [I]could[/I] be fought but is otherwise a generic NPC. These make up the vast majority of Town Guards, Bandits, Cooky Old Shopkeeps, Local Priests and so forth. I did this [I]ages[/I] ago, and part of it was simply experimenting with character building for myself, so I figured if I was doing the work anyway, I might as well put it to use. I have, since oh, probably 2014 never remade these. My second set of NPCs are "Custom Baddies", which I threw build instructions to the wind and built monsters designed around two variables: How hard do I want them to hit? and How long do I want them to last? With an optional third variable of: How cool do I want them to be? For example, I built several Slivers from MTG into monsters. For those unfamiliar, slivers are highly synergistic monsters who share their specific abilities with other slivers while they are in play (in a D&D context: in range). [ATTACH=CONFIG]97010[/ATTACH] There were no feats to this monster, no classes, just high offense and high defense and two special abilities. In 4E terms, you'd probably call this an Elite Solo Leader. I find this approach exceedingly fun (I hate plug-and-play monsters) as I love custom-building monsters. I also find it simple and just as compatible with 3.5/PF1 as it was with 4E. I find the idea that people are stating up NPCs for each [I]individual combat[/I] to be a little preposterous. Isn't that what the Bestiaries are for? [/QUOTE]
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