Re: Computers in Dungeons and Dragons ???
- From: alordofchaos@xxxxxxxxx
- Date: 28 Dec 2005 07:01:36 -0800
Hong Ooi wrote:
> On Wed, 28 Dec 2005 08:16:45 -0500, Kyle Wilson wrote:
> >This sounds ultimately like a reason to go back to enemies built of
> >hit points, BAB and a weapon. Not entirely unreasonable for cannon
> >fodder. In that case though, why waste time making the character
> >legal within the rules (or even worrying about character class). He's
> >a grunt with a certain number of hit points, a BAB chosen to make him
> >a challenge and a feat/skill/spell or two thrown in to spice things up.
>
> Sure, that's a perfectly valid way of doing it. IMO the only real reason to
> have all these stats for disposable NPCs is if you have the gearhead
> nature, and _like_ building characters as a pastime in itself. As it turns
> out, I do have the gearhead nature, and like making up statblocks for the
> fun of it. So I'm willing to find the time to see what kind of cannon-
> fodder 1st level orc fighters I can create, within the (self-imposed)
> constraints of having cheap gear and average stats.
Personally, I like to keep the players guessing. So they're not just
fighting three orcs, all with AC 15, 7 HP, etc. They're fighting:
A strong brute (16 STR); when the great axe does 15 points of damage,
they're wondering (and will check) if the axe is magical.
A quick one - higher dex, this one is harder to hit than the others
(and they'll wonder if the armor is magical)
A tough one - higher con and max HP; when they hit him for 12 HP and he
doesn't go down, they'll be wondering if he's second or maybe third
level, etc.
> But if what you want is consistency and structure, you can get that easily
> enough without NPC classes. Just say that, for example, the average militia
> d00d only gets 12 Str, leather armour and a club and spear, while a more
> experienced man-at-arms gets higher stats, chain mail and a halberd. You're
> going to have to make these kinds of decisions anyway even if you use NPC
> classes, so you're not really making any more work for yourself.
I use a simple system of awarding 3 XP per days of training/drilling
to NPC guards. I figure they should get experience for sword practice,
etc. If full time militia trains 3 days a week, about 3 years of
training/service can get them to 3rd level. Elite train more often,
King's personal guard might train/drill daily, town constable less
often, etc., and modify xp to taste. For weapons/armor, I do what Hong
does, assign reasonable gear based on station/level/wealth of area.
.
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