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General Tabletop Discussion
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Opinion: better or worse encounter format?
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<blockquote data-quote="Rugult" data-source="post: 5727705" data-attributes="member: 53273"><p>This is something RangerWickett and I have been interested in hearing about from the fans!</p><p></p><p>The original thought on the PF version was to keep it fairly streamlined in terms of rules, so that it kept most of the 4e NPCs intact, but stayed close to Pathfinder rules for what creatures could do. This meant removing a lot of the wacky abilities that can be put into any NPC/Monster in 4e and generally reserving it for monsters/special NPCs in the PF version.</p><p></p><p>One of the big problems (especially in lower level adventures like the ones we have now) is that 4e style abilities that translate to grappling/bull rushing are difficult to work in to NPCs, who need a variety of feats / equipment to properly pull off. This turns our NPCs into one-trick ponies, where the 4e version may have 3-4 'cool things' the NPC can do.</p><p></p><p>If more people are interested in seeing more 4e style uniqueness with monsters/NPCs in the PF version, I know I can work that into the adventures! Our concern up until now has been the reaction from hardline PF players who might not like the 'everything is special' approach that tends to come from 4e.</p><p></p><p>For those of you who've read the adventures, here are some examples on our thought process...</p><p></p><p>[Spoiler]</p><p>With adventure 1 we took a pretty hard approach to NPCs/Monsters. The major exception in this would be Ghillie Dhu, who is a unique fey entity.</p><p></p><p>The Bleak Golem in adventure 2 is an example of something where the PF version took more of a 4e approach to creating a monster (with the stages of the fight). We also gave some unique abilities to the gnomes Danisca and Blander that made them a pretty unique and (hopefully) memorable encounter.</p><p></p><p>One example of a dropped ability was the Kell-Guild's ability to grab someone to use as a human shield and then continue to make pistol attacks. Since this merges a sort-of grappling rule, shooting, and maintaining a grapple, it seemed too clunky to work in without making some special rule / exception. If we did introduce something like this, players would likely want to do the same ability, and we'd need to consider the impact for the remainder of the campaign...[/Spoiler]</p><p></p><p>Perhaps other people have suggestions/thoughts on this? Would anyone here explode in rage if we started giving level-based NPCs some wacky abilities to spice up encounters that aren't necessarily found in the core rules? Or, would you prefer if unique abilities were reserved only for the really important NPCs / specialty monsters?</p></blockquote><p></p>
[QUOTE="Rugult, post: 5727705, member: 53273"] This is something RangerWickett and I have been interested in hearing about from the fans! The original thought on the PF version was to keep it fairly streamlined in terms of rules, so that it kept most of the 4e NPCs intact, but stayed close to Pathfinder rules for what creatures could do. This meant removing a lot of the wacky abilities that can be put into any NPC/Monster in 4e and generally reserving it for monsters/special NPCs in the PF version. One of the big problems (especially in lower level adventures like the ones we have now) is that 4e style abilities that translate to grappling/bull rushing are difficult to work in to NPCs, who need a variety of feats / equipment to properly pull off. This turns our NPCs into one-trick ponies, where the 4e version may have 3-4 'cool things' the NPC can do. If more people are interested in seeing more 4e style uniqueness with monsters/NPCs in the PF version, I know I can work that into the adventures! Our concern up until now has been the reaction from hardline PF players who might not like the 'everything is special' approach that tends to come from 4e. For those of you who've read the adventures, here are some examples on our thought process... [Spoiler] With adventure 1 we took a pretty hard approach to NPCs/Monsters. The major exception in this would be Ghillie Dhu, who is a unique fey entity. The Bleak Golem in adventure 2 is an example of something where the PF version took more of a 4e approach to creating a monster (with the stages of the fight). We also gave some unique abilities to the gnomes Danisca and Blander that made them a pretty unique and (hopefully) memorable encounter. One example of a dropped ability was the Kell-Guild's ability to grab someone to use as a human shield and then continue to make pistol attacks. Since this merges a sort-of grappling rule, shooting, and maintaining a grapple, it seemed too clunky to work in without making some special rule / exception. If we did introduce something like this, players would likely want to do the same ability, and we'd need to consider the impact for the remainder of the campaign...[/Spoiler] Perhaps other people have suggestions/thoughts on this? Would anyone here explode in rage if we started giving level-based NPCs some wacky abilities to spice up encounters that aren't necessarily found in the core rules? Or, would you prefer if unique abilities were reserved only for the really important NPCs / specialty monsters? [/QUOTE]
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