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<blockquote data-quote="The Little Raven" data-source="post: 4294420" data-attributes="member: 10095"><p>How long do you need him to take? Who is to say how many of those goblins can help him make those swords, so it's a matter of how much time you need to get the goblins fully armed. I dunno how long it takes to forge a sword, but a Google search turned up a month. </p><p></p><p></p><p></p><p>The DMG can handle this. Check out the Allies as Extra Characters sidebar (page 115 or 116 I think). It tells you how to incorporate an NPC into your group as an ally, and how he balances. Once you come up with his combat stats, you should be able to determine that pretty quickly.</p><p></p><p></p><p></p><p>Write him up ahead of time for combat. Whether the PCs decide to gank him or decide to recruit him to fight against the goblins shouldn't matter too much (unless you want to make him a solo encounter if they decide to fight him). He'll work as an encounter or an ally either way.</p><p></p><p></p><p></p><p>Since it's not a real weapon, it would fall under the rules for improvised weapons.</p><p></p><p></p><p></p><p>I dunno, was it? Do you want someone to be able to pick up the leather apron and use it as leather armor? Did he maybe serve in the military at some point and gain some training to explain his defensive capabilities?</p><p></p><p></p><p></p><p>Now you're just sounding like you want someone else to do all your prep work for you. I don't recall any edition of any game telling you how many horseshoes you'd find in a smith after you kill the smith. Just determine the reward as per the DMG's guidelines, and give them in the form of trade goods (horseshoes, if you want, or ingots, or smelted bars, or whatnot).</p><p></p><p></p><p></p><p>Improvised weapons.</p><p></p><p></p><p></p><p>Okay, I know how to help you. Pretty much everything you're worried about would be solved if you read the PHB and the DMG front to back. Designing Bill will be a snap (you can pick another 1st-level humanoid and file off the serial numbers, swap an ability around, and presto), you've got all the answers for "what if a player picks up something not meant to be used as a weapon" with Improvised Weapons, you've got stats for human guards in the MM if they murder Bill.</p><p></p><p>The only thing the DMG doesn't give you is how long it takes to craft something like a sword or horseshoes (and the old systems were so far off base in terms of time accuracy), which you can look up online or just fudge.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4294420, member: 10095"] How long do you need him to take? Who is to say how many of those goblins can help him make those swords, so it's a matter of how much time you need to get the goblins fully armed. I dunno how long it takes to forge a sword, but a Google search turned up a month. The DMG can handle this. Check out the Allies as Extra Characters sidebar (page 115 or 116 I think). It tells you how to incorporate an NPC into your group as an ally, and how he balances. Once you come up with his combat stats, you should be able to determine that pretty quickly. Write him up ahead of time for combat. Whether the PCs decide to gank him or decide to recruit him to fight against the goblins shouldn't matter too much (unless you want to make him a solo encounter if they decide to fight him). He'll work as an encounter or an ally either way. Since it's not a real weapon, it would fall under the rules for improvised weapons. I dunno, was it? Do you want someone to be able to pick up the leather apron and use it as leather armor? Did he maybe serve in the military at some point and gain some training to explain his defensive capabilities? Now you're just sounding like you want someone else to do all your prep work for you. I don't recall any edition of any game telling you how many horseshoes you'd find in a smith after you kill the smith. Just determine the reward as per the DMG's guidelines, and give them in the form of trade goods (horseshoes, if you want, or ingots, or smelted bars, or whatnot). Improvised weapons. Okay, I know how to help you. Pretty much everything you're worried about would be solved if you read the PHB and the DMG front to back. Designing Bill will be a snap (you can pick another 1st-level humanoid and file off the serial numbers, swap an ability around, and presto), you've got all the answers for "what if a player picks up something not meant to be used as a weapon" with Improvised Weapons, you've got stats for human guards in the MM if they murder Bill. The only thing the DMG doesn't give you is how long it takes to craft something like a sword or horseshoes (and the old systems were so far off base in terms of time accuracy), which you can look up online or just fudge. [/QUOTE]
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