Morgenstern
First Post
HeapThaumaturgist said:Actually that IS in Spycraft.
To which I thought: "Why?".
Then some testing showed that at the lower end of the ACL spectrum, large numbers of feats inflated the difficulty beyond what the CR adjustment from the feats suggested. You can get 10 feats for +2.0 CR, but those feats can allow some pretty powerful things, especially with melee combat feat chains and the like. 5 seemed "about right" to me, apparently seemed about right to the SC2 designers, so I figured if we both liked it, it was golden.
There are several SC2 NPC qualities that basically sum up to "important NPC" that up the cap to 10 for that NPC.
I suppose I could change the wording to "rule of thumb" type.
--fje
Something that might help is setting this up is to recognize that Spycraft feats are a lot more powerful that d20M/D&D feats, so while 5 will loosely encapsulate a 'shtick' for a Spycraft throw-away NPC, you might want to set the number higher for d20M/D&D builders. Doubling the limit (10) is probabaly a fair and easily rememberable value. You might back it down to 8 as the players are also using feats/classes that don't grant as much raw power. Either way, there is some room to flex.
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