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<blockquote data-quote="Suskeyhose" data-source="post: 9063564" data-attributes="member: 6840540"><p>So NPCs aren't always built the same way as PCs and allow for you to just override some part of the normal derived stats rules.</p><p></p><p>This is important for if the bandit is meant to be a ranged combatant that falls quickly once you close to melee range, because at the moment outside of stacking exploits there is no way for ranged defense of a player character to outstrip their melee defense.</p><p></p><p>What this defense score is for is to push your players into tactical play to make use of the low melee defense. If you're attacking a bandit at a range you're doing it wrong. This is why it's important for encounters in WOiN to have multiple enemy types and why most characters should have multiple attack types.</p></blockquote><p></p>
[QUOTE="Suskeyhose, post: 9063564, member: 6840540"] So NPCs aren't always built the same way as PCs and allow for you to just override some part of the normal derived stats rules. This is important for if the bandit is meant to be a ranged combatant that falls quickly once you close to melee range, because at the moment outside of stacking exploits there is no way for ranged defense of a player character to outstrip their melee defense. What this defense score is for is to push your players into tactical play to make use of the low melee defense. If you're attacking a bandit at a range you're doing it wrong. This is why it's important for encounters in WOiN to have multiple enemy types and why most characters should have multiple attack types. [/QUOTE]
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