Posts Tagged by stats
| March 15, 2011 | Posted by Phil Vecchione |
In my last installment of Prep-Lite, I talked about the concept of Wireframes & Skins; using and re-using condensed NPC stat blocks, as a way to reduce prep time. In this article I am going to discuss, in more detail, some of the assumptions I was working under, how I condensed the stats I needed, and how I populated different tiers of NPC’s. The Assumptions So lets start with a few assumptions that guide this whole process. You may or may not agree with all…
| February 18, 2011 | Posted by Phil Vecchione |
A few months ago I started down a path of reducing my prep for games that I run. I named my path of enlightenment: Prep-Lite. In my continuing quest to reach Prep-Lite nirvana, I decided to tackle another time sink in my prep: NPC (or Monster) creation. Along the way I learned some important lessons about NPC’s, and the difference between what players experience, and what GM’s see behind the screen, which ultimately lead to a way to make NPC’s quickly. The Issue: NPC Creation…
| August 4, 2008 | Posted by Scott Martin |
How do you and your group generate stats? A lot of games answer this question for you; Hero System and World of Darkness are two popular games that lack random stat generation. For the last twenty years most newly designed systems have lacked random stat generation, though the exceptions have been the biggest players in the field. D&D in all of its prior incarnations and the Palladium system have long relied on random rolls. In Dungeons and Dragons 3e (and all earlier variants), rolling for…












