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NP's: How play them?
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<blockquote data-quote="Rune" data-source="post: 5866076" data-attributes="member: 67"><p>The answer to this question lies in another question: How much game-time during combat do you want to dominate? If the answer is "as little as possible," (as it probably ought to be), do <strong>not</strong> build it as a full PC.</p><p></p><p> All NPC/monsters have 1 healing surge per tier, although most can't use them. No Monster has a second wind. </p><p></p><p></p><p></p><p>I am firmly of the "no fudging dice rolls" school of DMing, but that doesn't mean you should not try to keep the NPC healer from dying. After all, his/her continued survival increases the PCs' chances of survival, as well.</p><p></p><p></p><p></p><p>I believe the rules for creating companion characters is in the DMG 2, however, I gave my copy to a friend, so I'll just give you an alternate (and, probably very similar) method that should suit your needs just as well.</p><p></p><p>Essentially, you're building a monster.</p><p></p><ul> <li data-xf-list-type="ul">Give it a role--for a warlord, probably soldier (leader).</li> <li data-xf-list-type="ul">Give it defenses appropriate to role and level (for a soldier, that would be AC = 16 + 1/level, Other defenses = 12+1/level (you could drop one by a couple of points and add a couple to another, if you like).</li> <li data-xf-list-type="ul">Give it hit points appropriate to role and level (for a soldier, that would be 24 + 8/level).</li> <li data-xf-list-type="ul">Give it racial abilities (but only the ones that will come up--don't forget the dragonborn bonus to surge value, though!).</li> <li data-xf-list-type="ul">Give it class features (although, if these take the form of powers, I'd limit it to one--and, in the case of a leader, that one should be your healing power! On the other hand, <em>make sure</em> you include the fun abilities that help the PCs out, like the Action Point bonus and the initiative bonus!)</li> <li data-xf-list-type="ul">Give it 1 of each type of class power--that is, 1 warlord At-will, 1 warlord Encounter, 1 warlord Daily, and 1 warlord Utility.</li> <li data-xf-list-type="ul">Do not bother with Ability Scores. All single-target melee attacks should be at a flat bonus of 5 + 1/level to hit. Attacks that target defenses other than AC should be at 3 + 1/level to hit. Add +1/level damage anytime a power would indicate you add an ability score bonus.</li> <li data-xf-list-type="ul">In order to speed things up and give more play time to your players, seriously consider giving each attack option a set damage, instead of a damage roll. For single-target At-will attacks, this should be 8 + 1/level. For Encounter powers, increase this by 25%. For Dailies, increase by 50%. If the attack targets multiple opponents, decrease the damage by 25%.</li> <li data-xf-list-type="ul">Give it 1 healing surge.</li> </ul><p></p><p>I think you'll find that a companion character designed this way will run as simply and effectively as possible, while not overshadowing the PCs.</p></blockquote><p></p>
[QUOTE="Rune, post: 5866076, member: 67"] The answer to this question lies in another question: How much game-time during combat do you want to dominate? If the answer is "as little as possible," (as it probably ought to be), do [b]not[/b] build it as a full PC. All NPC/monsters have 1 healing surge per tier, although most can't use them. No Monster has a second wind. I am firmly of the "no fudging dice rolls" school of DMing, but that doesn't mean you should not try to keep the NPC healer from dying. After all, his/her continued survival increases the PCs' chances of survival, as well. I believe the rules for creating companion characters is in the DMG 2, however, I gave my copy to a friend, so I'll just give you an alternate (and, probably very similar) method that should suit your needs just as well. Essentially, you're building a monster. [list][*]Give it a role--for a warlord, probably soldier (leader). [*]Give it defenses appropriate to role and level (for a soldier, that would be AC = 16 + 1/level, Other defenses = 12+1/level (you could drop one by a couple of points and add a couple to another, if you like). [*]Give it hit points appropriate to role and level (for a soldier, that would be 24 + 8/level). [*]Give it racial abilities (but only the ones that will come up--don't forget the dragonborn bonus to surge value, though!). [*]Give it class features (although, if these take the form of powers, I'd limit it to one--and, in the case of a leader, that one should be your healing power! On the other hand, [i]make sure[/i] you include the fun abilities that help the PCs out, like the Action Point bonus and the initiative bonus!) [*]Give it 1 of each type of class power--that is, 1 warlord At-will, 1 warlord Encounter, 1 warlord Daily, and 1 warlord Utility. [*]Do not bother with Ability Scores. All single-target melee attacks should be at a flat bonus of 5 + 1/level to hit. Attacks that target defenses other than AC should be at 3 + 1/level to hit. Add +1/level damage anytime a power would indicate you add an ability score bonus. [*]In order to speed things up and give more play time to your players, seriously consider giving each attack option a set damage, instead of a damage roll. For single-target At-will attacks, this should be 8 + 1/level. For Encounter powers, increase this by 25%. For Dailies, increase by 50%. If the attack targets multiple opponents, decrease the damage by 25%. [*]Give it 1 healing surge.[/list] I think you'll find that a companion character designed this way will run as simply and effectively as possible, while not overshadowing the PCs. [/QUOTE]
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