Article on simplifying NPCs

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Slloyd14
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Article on simplifying NPCs

Post by Slloyd14 » Thu Jul 02, 2015 7:18 pm

Dr Bargle has come up with a way of making NPCs without making loads of lists for them. Simply give them skill and stamina and think about the skills the adventurers would want to use on them and then give them a modifier for them.

This is to prevent the problem of a merchant with a skill of 5 and a bargain skill of 5 still being only as good as an adventurer with a skill of 7 and a bargain of 3.

Instead of the score, since he is a great merchant, the adventurers have a -4 modifier to bargain when they deal with him.

Simple and makes non combat NPCs a challenge.

Here is the link: http://drbargle.blogspot.co.uk/2015/06/ ... metry.html
http://virtualfantasies.blogspot.com/

A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.

Purplebroccoli
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Re: Article on simplifying NPCs

Post by Purplebroccoli » Fri Jul 03, 2015 9:57 pm

I also like the idea using NPC Skill for just combat. It's a good idea. I personally hate large stat blocks for NPCs, so listing what they're particularly good at is sufficient.

Stylistically, I prefer to go one-way with the modifiers if possible. So in my case, I would add the penalty to the Target Number. Instead of TN 14, it would be 18. To each his own.

Of course, addressing the original concern, one could just rate the Merchant's Bargain special skill much higher than 5, and then there's no problem. Make it 10.

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