Builders! Where do you get your creature stats
#1
Posté 15 novembre 2013 - 01:01
#2
Posté 15 novembre 2013 - 04:21
#3
Posté 15 novembre 2013 - 12:46
#4
Posté 15 novembre 2013 - 06:14
Just like D&D, NWN is great in that you can adjust and change things for your own adventures. The DM/builder gets to be in control of critters and stuff.
#5
Posté 16 novembre 2013 - 05:16
#6
Posté 16 novembre 2013 - 06:29
In other words, I figure out what I want its AC/AB/damage/HP/etc to be and then just make sure it gets there via any means necessary that doesn't cause problems elsewhere (for example, giving creatures +20 weapons to increase its AB by 20 is a bad idea because that cuts through Epic Warding. I would increase its Str/Dex, give it a higher BAB class, add feats for AB, or simply apply an AB bonus effect). I'll also do things like given a sword to a golem instead of a creature weapon because, A, the PC can't tell, and B, creature weapons are bugged with Haste. In other words, all the PC cares about is the creature they see -- they can't tell what you've done behind the same. Epic Prowess is the same as Weapon Focus for the creature's weapon as far as the PC is concerned.
I generally find it most helpful to figure out what I expect a PC to have (level, equipment, consumables) for certain enemies and then figure out what stats the enemies need. If you're curious exactly what I mean, give me an example of a creature, level of PC fighting it, general gear available for that PC, and how difficult the creature is supposed to be and I'll try to break down my process.
#7
Posté 16 novembre 2013 - 07:02
#8
Posté 16 novembre 2013 - 11:12
#9
Posté 17 novembre 2013 - 03:54
Can be. The SRD in this regard is only a guideline for a DM, in our case a builder. It usually describes the most common properties for that monster so while Allips usually have 3HD, it doesn't mean that every single allip you meet must have exact same stats, you are free to make champions or bosses or even completely reconsider the stats of the common allip.Tazzvon wrote...
For instance an Allip in NWN and on the first of the sites you posted has a CR of 3. Does this mean if i was staying true to D&D there can be no CR1 Allip or CR25 Allip? I am just wondering. I guess if i just go by what others have posted, just make the creatures what you want and maybe use D&D as a guide for the abilities and such. Thanks again for all the replies.
#10
Posté 17 novembre 2013 - 04:34
Tazzvon wrote...
I appreciate the replies. I see all sides of it. So if i was going to try and follow 3.5 or 4th edition rules the sites you posted (kamal_) as well as NWN only give one level of a creature. For instance an Allip in NWN and on the first of the sites you posted has a CR of 3. Does this mean if i was staying true to D&D there can be no CR1 Allip or CR25 Allip? I am just wondering. I guess if i just go by what others have posted, just make the creatures what you want and maybe use D&D as a guide for the abilities and such. Thanks again for all the replies.
Can you make a CR1 Allip? Assuredly yes. Would it make a fun encounter? Not likely. Allips have a wisdom draining attack (claws) and a creature skin that has +2 turn resistance and a DR of +1/5. So you'd most likely just be creating an Allip with a few less HP, but one few new PCs can survive. Allips (and wraiths I think) were fudged abit by Bioware. I think they gave them DR on their skins because they lacked a way (at the time) to give them better "incorporeal traits". Personally, I give my own 50% concealment OnSpawn and swapped out their creature skin with one lacking the DR. To get back to "scaling" though, if you look at a 3.5 Monster Manual (pg10), you'll see that the bottom stat listed is often "Advancement". These are guidelines (not a strict rule) for scaling these creatures to make more challenging encounters. For the Allip entry, you'll notice that they start as 4HD, but can "advance" from 5 thru 12HD.
Humanoids often gain HD by character classes and not more levels of humanoid (or giant). So for their entries, you'll generally see listed last "Advancement: By character class" and find information in their descriptions and details as to which classes they might most commonly take.
Can you have a CR1 Allip? Right, I answered that. Here's what I usually do. I, like many of us also dislike that certain encounters are almost always found from module to module for certain level ranges of characters. I accept that kobolds and goblins are the base fodder for newbs, but instead of rats (which I do have) I made some "skeletal rats" using the CEP. My D&D roots go back to the beginning of the game and I haven't had a PnP session since 2.0 came out, so I often use AD&D and 2.0 sources for inspiration, like having "Xvarts" in place of goblins in my starting quests. "poltergeists" can be good and unique low level alternatives too if you're using the CEP (use an invisible race and give them a holdable object).
Modifié par kalbaern, 17 novembre 2013 - 11:08 .
#11
Posté 19 novembre 2013 - 09:58
^ this.ShaDoOoW wrote...
Can be. The SRD in this regard is only a guideline for a DM, in our case a builder. It usually describes the most common properties for that monster so while Allips usually have 3HD, it doesn't mean that every single allip you meet must have exact same stats, you are free to make champions or bosses or even completely reconsider the stats of the common allip.Tazzvon wrote...
For instance an Allip in NWN and on the first of the sites you posted has a CR of 3. Does this mean if i was staying true to D&D there can be no CR1 Allip or CR25 Allip? I am just wondering. I guess if i just go by what others have posted, just make the creatures what you want and maybe use D&D as a guide for the abilities and such. Thanks again for all the replies.
#12
Posté 20 novembre 2013 - 04:38
If you're angling to maintain some relationship with D&D (and especially if you 'sell' your world as being somewhat related to D&D), your players will probably have an expectation that certain monsters follow certain conventions as to power and abilities. If I recall correctly, D&D usually has tips how to scale-up or -down monsters.
#13
Posté 29 novembre 2013 - 02:30
I approach monster creation completely different. I create a base template normally a human fighter with 10 in each ability. Then create copies of this template.
Use creature skins or adding effects to customize a creature.
Using normal items in the creatures normal inventory I have found knocks their CR way out of wack.
Were this really shines though is with higher level monsters testing them with an existing template lets you tailor them easily.
#14
Posté 29 novembre 2013 - 03:02
Scritchin wrote...
I approach monster creation completely different. I create a base template normally a human fighter with 10 in each ability. Then create copies of this template.
I do exactly this as well. 10 in each stat unless there's a reason to change it and I also edit a copy of an existing creature -- this avoids a spellcasting bug that I've seen pop up a few times. I don't even usually try to make the "class" appropriate for the creature. My Dragons are often high level wizards with fighter levels for more BAB (so add the fighter levels first and THEN the wizard levlels). Otherwise their max caster level by default is 15 which is terrible for high level enemies.





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