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<blockquote data-quote="Helldritch" data-source="post: 8722328" data-attributes="member: 6855114"><p>And this is a major difference.</p><p>I do not want my giants to follow PCs' rules.</p><p>But I want my Mage NPC to follow them.</p><p></p><p>Stat Blocks have a few things going for them.</p><ul> <li data-xf-list-type="ul">Fast and easy to use.</li> <li data-xf-list-type="ul">Great for basic monsters that do not need "complicated" tactics. But still have some spells to cast. (i.e. a cultist.)</li> <li data-xf-list-type="ul">Do not take a lot of space.</li> <li data-xf-list-type="ul">Do not need prep at all if you use them as written.</li> </ul><p></p><p>They have a few things going against them.</p><ul> <li data-xf-list-type="ul">Easy to learn by some players which will memorize them. Don't you dare change them. This is true in open tables such as AL or my Friday Night Dungeons where anyone can join if a place is missing.</li> <li data-xf-list-type="ul">Not very versatile. Thus the need of a lot of different monsters of the same type/level (CR)/race to build varied encounters.</li> <li data-xf-list-type="ul">Needs prep if you want to modify something and unless you change a spell power for one of equivalent strength/level, you need to check the CR calculation if you want to stay fair and square with its relative power.</li> <li data-xf-list-type="ul">Can break verisimilitude for many. Especially those that know the rules as good as their DM (and sometimes way better). (The famous why can't I counter spell that obvious spell that is cast by a human NPC... This one bugs me to no end.)</li> </ul><p></p><p>NPCs following rules for PCs, should/must be restricted to casters. But it does have advantages.</p><ul> <li data-xf-list-type="ul">Gives a credible verisimilitude to the world in general. Surprise or additional powers, if any, must have a narrative to back them up (given by a god or whatever). But since most campaign are against evil, as these special things are offered to "evil" opponents, no player is surprised to see the "evil" side cheat. Not only is it not surprising; It is expected.</li> <li data-xf-list-type="ul">Very versatile. A spell list can be changed in a few seconds no need to check the CR as a spell of level 2 switched for a 2nd level does not change the CR but the flavor of the NPC. Just write down the change and here you go.</li> <li data-xf-list-type="ul">Adds the possibility to turn over said NPC into a full character in a moment's notice. The spell list is there, the rest can be added in a few minutes.</li> <li data-xf-list-type="ul">As easy to use at low to mid level threats as stat blocks.</li> <li data-xf-list-type="ul">Not easy for players to memorize.</li> </ul><p></p><p>The main disadvantages of doing the later are.</p><ul> <li data-xf-list-type="ul">Requires a bit more knowledge to run them.</li> <li data-xf-list-type="ul">Some spells will definitely never be used in an encounter.</li> <li data-xf-list-type="ul">Might seem a bit overwhelming for young and inexperienced DM as a lot might be written (depending on the caster's level).</li> </ul><p>If build from scratch will require a lot of time to prep. Less as one gets more used to it, but nonetheless takes time.</p><p>* Not as easy to use at higher CR/lvl as the stat block as the quantity of spell prepared will be significantly higher.</p><p></p><p>Note however that both the stat block and the "conformed NPCs" can be used as written in the MM with no prep at all. So arguing that you can't "improvise" encounters with conformed NPCs is not really a thing. I have improvised quite a lot with both systems.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8722328, member: 6855114"] And this is a major difference. I do not want my giants to follow PCs' rules. But I want my Mage NPC to follow them. Stat Blocks have a few things going for them. [LIST] [*]Fast and easy to use. [*]Great for basic monsters that do not need "complicated" tactics. But still have some spells to cast. (i.e. a cultist.) [*]Do not take a lot of space. [*]Do not need prep at all if you use them as written. [/LIST] They have a few things going against them. [LIST] [*]Easy to learn by some players which will memorize them. Don't you dare change them. This is true in open tables such as AL or my Friday Night Dungeons where anyone can join if a place is missing. [*]Not very versatile. Thus the need of a lot of different monsters of the same type/level (CR)/race to build varied encounters. [*]Needs prep if you want to modify something and unless you change a spell power for one of equivalent strength/level, you need to check the CR calculation if you want to stay fair and square with its relative power. [*]Can break verisimilitude for many. Especially those that know the rules as good as their DM (and sometimes way better). (The famous why can't I counter spell that obvious spell that is cast by a human NPC... This one bugs me to no end.) [/LIST] NPCs following rules for PCs, should/must be restricted to casters. But it does have advantages. [LIST] [*]Gives a credible verisimilitude to the world in general. Surprise or additional powers, if any, must have a narrative to back them up (given by a god or whatever). But since most campaign are against evil, as these special things are offered to "evil" opponents, no player is surprised to see the "evil" side cheat. Not only is it not surprising; It is expected. [*]Very versatile. A spell list can be changed in a few seconds no need to check the CR as a spell of level 2 switched for a 2nd level does not change the CR but the flavor of the NPC. Just write down the change and here you go. [*]Adds the possibility to turn over said NPC into a full character in a moment's notice. The spell list is there, the rest can be added in a few minutes. [*]As easy to use at low to mid level threats as stat blocks. [*]Not easy for players to memorize. [/LIST] The main disadvantages of doing the later are. [LIST] [*]Requires a bit more knowledge to run them. [*]Some spells will definitely never be used in an encounter. [*]Might seem a bit overwhelming for young and inexperienced DM as a lot might be written (depending on the caster's level). [/LIST] If build from scratch will require a lot of time to prep. Less as one gets more used to it, but nonetheless takes time. * Not as easy to use at higher CR/lvl as the stat block as the quantity of spell prepared will be significantly higher. Note however that both the stat block and the "conformed NPCs" can be used as written in the MM with no prep at all. So arguing that you can't "improvise" encounters with conformed NPCs is not really a thing. I have improvised quite a lot with both systems. [/QUOTE]
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