Spore
2014-02-14, 12:11 PM
Hello playground,
how does NPC creation differ from PC creation? I am asking specifically for encounter creation because I want to take up the DM torch after the main campaign of my old DM ended. He has many exams to finish his school and I always wanted to DM. I feel comfortable with my group and know the players.
They're mid optmizing (using the "fitting" races, keeping characters within useful parameters) but tend to take flavorful choices (Orcish Ranger using Adamantine gear instead of more advantageous Mithril gear, Barbarian dumping her AC for damage, Magus choosing Fire Attacks over Shocking Grasps to represent her demonic heritage).
So I am relatively free to not extremely optimize and as the characters aren't rolled yet I can still think about general encounter creation. The Power DM kind of wants my party to struggle a bit because most of our fights are over in under 5 turns making most monsters a push-over. I kind of think that the villains need many HP, solid defenses and a few weak spots. I generally enjoy exploitable weaknesses (I won't go as far and put a white dragon next to lava) but I want knowledge and logic not powerbuilding and powergaming to dictate the game.
I want the players to struggle when they ignore a clue and I want even the skill monkey rogues to be great in battles when they figure out the "boss pattern" as video gamers would say. As PF needs a knowledge check to succeed, I need a plausible way to insert knowledge checks when they're not covered. I am thinking about DMPCing an intelligent item, basically an amulet, a paladin mount or an familiar convey a bit of information if the PC's should struggle too hard or give false info to make the encounter harder. Basically an imp or evil sorcerer that can only be freed if the party either dies or succeeds.
how does NPC creation differ from PC creation? I am asking specifically for encounter creation because I want to take up the DM torch after the main campaign of my old DM ended. He has many exams to finish his school and I always wanted to DM. I feel comfortable with my group and know the players.
They're mid optmizing (using the "fitting" races, keeping characters within useful parameters) but tend to take flavorful choices (Orcish Ranger using Adamantine gear instead of more advantageous Mithril gear, Barbarian dumping her AC for damage, Magus choosing Fire Attacks over Shocking Grasps to represent her demonic heritage).
So I am relatively free to not extremely optimize and as the characters aren't rolled yet I can still think about general encounter creation. The Power DM kind of wants my party to struggle a bit because most of our fights are over in under 5 turns making most monsters a push-over. I kind of think that the villains need many HP, solid defenses and a few weak spots. I generally enjoy exploitable weaknesses (I won't go as far and put a white dragon next to lava) but I want knowledge and logic not powerbuilding and powergaming to dictate the game.
I want the players to struggle when they ignore a clue and I want even the skill monkey rogues to be great in battles when they figure out the "boss pattern" as video gamers would say. As PF needs a knowledge check to succeed, I need a plausible way to insert knowledge checks when they're not covered. I am thinking about DMPCing an intelligent item, basically an amulet, a paladin mount or an familiar convey a bit of information if the PC's should struggle too hard or give false info to make the encounter harder. Basically an imp or evil sorcerer that can only be freed if the party either dies or succeeds.