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Need a few more operations for base classes
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<blockquote data-quote="Runesong42" data-source="post: 1239633" data-attributes="member: 10578"><p>I find it funny that your group would hate a helpful addition. Most of my players welcome the added firepower and skills of an NPC. Then again, my group is only 2 players large. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p></p><p>In order for an NPC to be considered "helpful", he must either possess something that the PC's do not have, do something they cannot do, or be able to soak damage if those fail. <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>Some ideas -</p><p>Information: PC's would have to keep the guy around because without his info, their plans would fail. This could be a security code, an inborn magical ability, plans to build/sabotage some device, or whatever. </p><p>Combat Skills: I forget which movie this was on, but make the NPC a "God" figure; give him ungodly sniper skills and have him provide cover for the agents. Or, just give him a big gun and let him wail on the bad guys. Do not let the NPC outshine the PC's unless he absoluely must for their survival - players get mad if they can't beat their own challenges on a fair try.</p><p></p><p>Plus, who says the NPC has to be helpful? Most often, NPC's are story drivers, but sometimes they can be there to annoy, pester, or just make the characters' lives inconvenient. Have the journalist who wants to "experience" the reality of combat follow them around, comment on their work, and interview them during awkward situations (like in the middle of a firefight). Make a salty old sailor who always complains about the weather, the youth of today, and the "good old days" when all you had to do was stab an enemy without all those "high-falutin' gadgits" to get in the way.</p><p></p><p>With regards to your medic, it makes a gaming session a lot more tense if ready healing is unavailable. Give the PC's a few med-paks, hope that at least one of them has first aid, and let the doctors stay in their hospitals. <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>One of my players made a very interesting character if you're looking for a goon but not a goon. Take a Strong character, give him the Academic feat (opening up three knowledge skills), and let him spend most of his points on these skills. His idea was an Archaeologist (ala Tomb Raider/Relic Hunter). You could do a warrior/poet theme, or a romanticized samurai-type who enjoys art more than he enjoys combat (or sees combat as another art form).</p><p></p><p>All in all, make the NPC fun for YOU to play. If the NPC is needed to round out a smaller group, make an NPC in the style you would normally make a PC. Resist the urge to let the NPC be able to do everything, and do not allow yourself to favor the NPC over the PC's. If you can do this, you can "play along" with the group.</p><p></p><p>Hope this helps,</p><p>Dru</p></blockquote><p></p>
[QUOTE="Runesong42, post: 1239633, member: 10578"] I find it funny that your group would hate a helpful addition. Most of my players welcome the added firepower and skills of an NPC. Then again, my group is only 2 players large. :rolleyes: In order for an NPC to be considered "helpful", he must either possess something that the PC's do not have, do something they cannot do, or be able to soak damage if those fail. :) Some ideas - Information: PC's would have to keep the guy around because without his info, their plans would fail. This could be a security code, an inborn magical ability, plans to build/sabotage some device, or whatever. Combat Skills: I forget which movie this was on, but make the NPC a "God" figure; give him ungodly sniper skills and have him provide cover for the agents. Or, just give him a big gun and let him wail on the bad guys. Do not let the NPC outshine the PC's unless he absoluely must for their survival - players get mad if they can't beat their own challenges on a fair try. Plus, who says the NPC has to be helpful? Most often, NPC's are story drivers, but sometimes they can be there to annoy, pester, or just make the characters' lives inconvenient. Have the journalist who wants to "experience" the reality of combat follow them around, comment on their work, and interview them during awkward situations (like in the middle of a firefight). Make a salty old sailor who always complains about the weather, the youth of today, and the "good old days" when all you had to do was stab an enemy without all those "high-falutin' gadgits" to get in the way. With regards to your medic, it makes a gaming session a lot more tense if ready healing is unavailable. Give the PC's a few med-paks, hope that at least one of them has first aid, and let the doctors stay in their hospitals. :) One of my players made a very interesting character if you're looking for a goon but not a goon. Take a Strong character, give him the Academic feat (opening up three knowledge skills), and let him spend most of his points on these skills. His idea was an Archaeologist (ala Tomb Raider/Relic Hunter). You could do a warrior/poet theme, or a romanticized samurai-type who enjoys art more than he enjoys combat (or sees combat as another art form). All in all, make the NPC fun for YOU to play. If the NPC is needed to round out a smaller group, make an NPC in the style you would normally make a PC. Resist the urge to let the NPC be able to do everything, and do not allow yourself to favor the NPC over the PC's. If you can do this, you can "play along" with the group. Hope this helps, Dru [/QUOTE]
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