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Monster Towns?
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<blockquote data-quote="kigmatzomat" data-source="post: 866221" data-attributes="member: 9254"><p>Nope. Time to wing it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>EL will have an impact, but only towards the skills. Fact is, you're going to need the same distribution of non-combat NPCs in most situations where the determination is skill points. IIRC, most default NPCs get @ 10 points at 1st level and 4 each additional; this will give you a "Community ECL" (CECL) for the race. </p><p></p><p>I'd also do casters as normal unless there's a particular bias against magic. Casters aren't very common and I'd think monstrous communities will be fairly small. Even big cities rarely have more than a few dozen casters; if you've got hundreds of ECL3+ in a town, the few 5th level casters shouldn't be your big worry. </p><p> </p><p>Combat classes could be a trouble spot, but I doubt it. Just roll for them normally and apply the Barbarian/Monk adjustment as needed for a given race and have their CECL match their ECL. </p><p></p><p>Let's use a Frost Giant community. From my quick perusal, a typical MM Frost Giant has about as many skill points as a 1st level human commoner. So calculate all the non-combats as normal-1 as Joe Giant (class 0th) is eqivalent to Human Bob (commoner 1st). So if you roll a 5th level commoner, that's really a Frost Giant with 4 levels of commoner. </p><p></p><p>When you hit the combats, roll normally. Anything less than the ECL of the race you ignore. Frost Giants are ECL 14 I think, so any roll less than 14 on fighters, warriors, rangers, paladins, etc, means you have none specifically. After all, any Joe Frost Giant can fill that role. If you get a Fighter:16 give the giant 2 levels of fighter and have 2 Fighter 1sts as well. </p><p></p><p>Yes, this means that there will probably be lots of combat-capable expert/aristocrat NPC monsters. So? They were combat capable monsters before you gave them classes.</p><p></p><p>Naturally things like warbands and raiding parties ignore this. But any self-sufficient tribe unit that has had several generations of natural selection applied to it should follow the community guildelines; even if they are nomadic.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 866221, member: 9254"] Nope. Time to wing it. :) [b][/B] EL will have an impact, but only towards the skills. Fact is, you're going to need the same distribution of non-combat NPCs in most situations where the determination is skill points. IIRC, most default NPCs get @ 10 points at 1st level and 4 each additional; this will give you a "Community ECL" (CECL) for the race. I'd also do casters as normal unless there's a particular bias against magic. Casters aren't very common and I'd think monstrous communities will be fairly small. Even big cities rarely have more than a few dozen casters; if you've got hundreds of ECL3+ in a town, the few 5th level casters shouldn't be your big worry. Combat classes could be a trouble spot, but I doubt it. Just roll for them normally and apply the Barbarian/Monk adjustment as needed for a given race and have their CECL match their ECL. Let's use a Frost Giant community. From my quick perusal, a typical MM Frost Giant has about as many skill points as a 1st level human commoner. So calculate all the non-combats as normal-1 as Joe Giant (class 0th) is eqivalent to Human Bob (commoner 1st). So if you roll a 5th level commoner, that's really a Frost Giant with 4 levels of commoner. When you hit the combats, roll normally. Anything less than the ECL of the race you ignore. Frost Giants are ECL 14 I think, so any roll less than 14 on fighters, warriors, rangers, paladins, etc, means you have none specifically. After all, any Joe Frost Giant can fill that role. If you get a Fighter:16 give the giant 2 levels of fighter and have 2 Fighter 1sts as well. Yes, this means that there will probably be lots of combat-capable expert/aristocrat NPC monsters. So? They were combat capable monsters before you gave them classes. Naturally things like warbands and raiding parties ignore this. But any self-sufficient tribe unit that has had several generations of natural selection applied to it should follow the community guildelines; even if they are nomadic. [/QUOTE]
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