[PnP] Normal humanoids
Scott Adams
longshotgm at comcast.net
Mon Aug 26 02:42:31 CEST 2013
Its all good. I've done so many npcs in the past
30 years I just don't even blink. :) I mostly use
a npc generator program I wrote long time
ago. Your system is just as good though. To me
theres classes. Drunk class that a pc might
encounter and thus use the basic basics. The
Guard Class a slightly better npc with higher
stats for more professional folks. Then of course pc class.
This is how i tend to do my folks. Sorry for a
simple reply. Brain dead from work and tired.
At 05:49 PM 8/24/2013, David Sanders wrote:
> > I've been thinking about a few things for the
> game to make it a bit more 'realistic' as far
> as non-character humans. Part of it is that
> using the book values for regular humans, you
> don't get any distinct characteristics upon
> which to base any skill EL's. So, here was my
> thought on a random method...for the GM that
> wants to develop his encountered humanoids. > >
> 'Mundane' (non-character class) humanoids
> normally would be considered to have rolled
> '11â for all attributes with the standard
> racial modifiers and a 1.5 multiplier. This
> would be the 'average' non-character class
> humanoid. Each non-character humanoid would be
> permitted to roll 2d10 for 1d3* characteristics
> to be determined by the GM based on the role
> the mundane plays. For instance, a merchant
> might roll for his W or E, an artist W, D, or
> Em...etc. The multiplier would remain 1.5 but
> it would give a GM the parameters for what EL's
> and maximum EL's to assign him or her. If the
> above-mentioned merchant were to roll poorly on
> his attributes, he might not be especially
> successful in his life. Roll well, and he
> might be a 'genius' amongst normals. You might
> even want to roll 1d2* non-occupation related
> attributes...to see if there are places where
> he is weaker than his peers. > > I was just
> thinking that not every king, prince, merchant,
> assassin, etc. of note would be a
> character-class human. It seems like almost
> every person described in the modules must be a
> character class being, but I think there's too
> many of them. > > Would this be more
> work? Yes! But there might also be times when
> a GM wishes to develop his oft-appearing normal
> humanoids. > > Please...feel free to
> comment... > > Dave Sanders
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