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Pang of nostalgia for "light" stat blocks
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<blockquote data-quote="Glyfair" data-source="post: 2777240" data-attributes="member: 53"><p>I understand a lot of the current animosity against designing NPCs and using statblocks for NPCs in D&D/d20. However, a lot has to do with choices that had to be made. (BTW, I do recommend Monte Cook's article for fudging NPCs).</p><p></p><p><u>Many options vs. few options</u>: One of the biggest things some people had against D&D in previous editions was the straigtjacket of class. In the early days one 4th level fighter was the same as another 4th level fighter in game terms. </p><p></p><p>Sure, PCs might have different personalities, but the game effects were the same. Also the backgrounds also wouldn't always hold up. </p><p></p><p>"Bob spent many years mastering the long sword, while working as a blacksmith in the village smithy." - Of course, when "Bob" picks up a mace, he's just as good with the long sword. When blacksmithing comes up, it's all up to the whim of the DM (even if you used the 1E rules that allowed you to specify you were a blacksmith).</p><p></p><p><u>PCs vs. NPCs</u>: There is one school where NPCs should be the same as PCs. Every game advantage PCs have, NPCs have, too. That has a strong following in D&D, and D&D supports this, usually.</p><p></p><p>Unfortunately, this works against abbreviated NPCs. Sure, for a pure combat encounter you can ignore such things as non-combat feats and skills (who cares that Ernie the guard has skill focus in a knowledge skill?). Still, there is a lot of work to do.</p><p></p><p>Cutting down the statblocks, however, usually means limiting the NPCs. If you cut down the info in a statblock, then you are removing options from NPCs (for example, if you don't list feats, then an NPC won't have Power Attack).</p><p></p><p>Of course, some DMs will "wing it" and throw in those abilities. In some cases, though, the NPCs will often be have <em>more options</em> then the PCs. "Wait, that low level half-orc guard had power attack, combat reflexes, improved trip & cleave."</p><p></p><p>I think one solution is to split the choices up a bit. High detail vs. low detail can certainly be chosen separately for characters. If NPC statblocks are a chore, chose high detail for PCs, and low detail for NPCs (and certain characters would get the PC treatment - like the evil masterminds).</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2777240, member: 53"] I understand a lot of the current animosity against designing NPCs and using statblocks for NPCs in D&D/d20. However, a lot has to do with choices that had to be made. (BTW, I do recommend Monte Cook's article for fudging NPCs). [U]Many options vs. few options[/U]: One of the biggest things some people had against D&D in previous editions was the straigtjacket of class. In the early days one 4th level fighter was the same as another 4th level fighter in game terms. Sure, PCs might have different personalities, but the game effects were the same. Also the backgrounds also wouldn't always hold up. "Bob spent many years mastering the long sword, while working as a blacksmith in the village smithy." - Of course, when "Bob" picks up a mace, he's just as good with the long sword. When blacksmithing comes up, it's all up to the whim of the DM (even if you used the 1E rules that allowed you to specify you were a blacksmith). [U]PCs vs. NPCs[/U]: There is one school where NPCs should be the same as PCs. Every game advantage PCs have, NPCs have, too. That has a strong following in D&D, and D&D supports this, usually. Unfortunately, this works against abbreviated NPCs. Sure, for a pure combat encounter you can ignore such things as non-combat feats and skills (who cares that Ernie the guard has skill focus in a knowledge skill?). Still, there is a lot of work to do. Cutting down the statblocks, however, usually means limiting the NPCs. If you cut down the info in a statblock, then you are removing options from NPCs (for example, if you don't list feats, then an NPC won't have Power Attack). Of course, some DMs will "wing it" and throw in those abilities. In some cases, though, the NPCs will often be have [I]more options[/I] then the PCs. "Wait, that low level half-orc guard had power attack, combat reflexes, improved trip & cleave." I think one solution is to split the choices up a bit. High detail vs. low detail can certainly be chosen separately for characters. If NPC statblocks are a chore, chose high detail for PCs, and low detail for NPCs (and certain characters would get the PC treatment - like the evil masterminds). [/QUOTE]
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