Designing NPCs.json 5.0 KB

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  3. "Chapter 2: Tools\r\n",
  4. "Building Creatures\r\n"
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  10. "markdown": "<title level=\"1\" right=\"Rules\">[Designing NPCs](/Rules.aspx?ID=1040)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn’t mean you have to build an NPC exactly like a PC, though.\n\n You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class’s proficiencies and ability modifiers to determine how strong the NPC’s statistics should be. Class Road Maps on page 73 has prebuilt road maps for the _Core Rulebook_ classes to get you started.\n\n If the NPC isn’t meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202–249. Compare your NPC to the existing ones to determine the NPC’s level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC’s interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it.\n\n It’s highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don’t need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they’re a skill-based NPC, and better proficiency in narrow areas of expertise, like Engineering Lore for a tinker NPC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1041\" />\r\n\r\n<document level=\"2\" id=\"rules-1042\" />",
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  13. "label": "Building Hazards",
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  17. "label": "Trait Abilities\r\n",
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  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>",
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  25. "Gamemastery Guide"
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  28. "Gamemastery Guide pg. 72"
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  31. "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>",
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  33. "text": " Designing NPCs Source Gamemastery Guide pg. 72 Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn’t mean you have to build an NPC exactly like a PC, though. You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class’s proficiencies and ability modifiers to determine how strong the NPC’s statistics should be. Class Road Maps on page 73 has prebuilt road maps for the Core Rulebook classes to get you started. If the NPC isn’t meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202–249. Compare your NPC to the existing ones to determine the NPC’s level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC’s interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it. It’s highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don’t need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they’re a skill-based NPC, and better proficiency in narrow areas of expertise, like Engineering Lore for a tinker NPC. ",
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