New Article: Enemies & Allies: Boss Laughter


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I don't understand why there are no stats. Some interesting stuff here, but it boggles the mind that this has no stats for the NPC, and none of Greenwood's articles have stats. Boggles the mind.
 

I fully approve. This is exactly the kind of useful ally (complete with rewards!) that I can stick into my game at any point. No stats isn't any more of a drawback than "no stats for allies" is in general. You're not really going to need his stats, since he's not an enemy, he's an ally.

The items themselves are a little bit of a range. Consumables are fine and dandy, but the poison seems like a story-based poison given...well...stats...which doesn't work too well.
 


True, but I think the article is making the case that it's not an enemy. It's a party resource, one that can provide them with unique rewards.

Not that stats don't add versatility, but 4e's philosophy is not to stat anything you're not gonna fight, so this is consistent with that.

I would appreciate, like with the Villains article, some tighter integration. Some actual plot hooks featuring him and his toys, some sub-characters as helpers or opposition, something like that.
 


I liked it personally, and it was also nice to see them do something with Overlook even after the Scales of War path was finished. Not that he can't be added to any major city of course.

The stats are not a big issue for me. I think the idea was that you can set him however you need to depending on level. Maybe he's heroic tier, maybe he's paragon or even epic. Point is, you can stat him up how you want. For me this works better anyway since I generally prefer to alter, and/or make my own monsters for major fights anyway -- certainly the "bosses" are my own creations at any rate.

Granted, this doesn't make it quite as plug and play -- at least not if you want to use him as an enemy -- but then I also feel that based on the background given, if you want to make him an enemy, then you'll be needing a fair amount of adventure writing anyway, so you can just stat him up when you are designing your adventure. He's not an enemy who just shows up as part of a random encounter, rather, he's the focus of an adventure or a storyline.

At least that's how I see it. By not giving him stats and by giving him access to items of all levels (albeit some of them not so great) you have a character who could conceivably be used at any point in the campaign.
 

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