NPC Rules

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cyber-yukongil v2.5
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NPC Rules

Unread post by cyber-yukongil v2.5 »

in the last few years I've adopted a rules set for running NPCs in combat that takes the load off of the GM and puts it squarely on the players. This frees up brainpower to better narrate the scene of the encounter and focus on the more important foes or NPCs that might be around. I've used it for various systems, with some working better than others, but I think it'd work pretty well with Palladium in general thanks to it's active defense rules and rolls.

In essence you give the NPC static attack, damage, dodge and armor/hp stats, which in turn the PCs roll against to determine the result of the conflict with them enemy. So a Deadboy Grunt might be 11 to hit, 9 damage, 12 dodge, 100 MDC (just throwing numbers out there), so when the Deadboys would go the GM announces where they move and who they attack and then let the players figure out by rolling against those numbers (Dodge/Parry vs the 11 To-Hit, then take 9 damage if they fail), or figure out the result of their attacks by doing the same (making an attack roll against their Dodge TN of 12, then if successful recording their damage off of the DBs MDC). Let the players handle all of the rolls and book-keeping.

For Palladium, and against such foes, you're going to have to ignore that Dodging normally takes up an attack, but I think that's a fair trade for the speed up.

I've found this seriously speeds up play, especially when used against large groups of enemies, gives the players more rolls to make that have a direct impact on their own successes or failures, and again frees up headspace for the GM to concentrate on other things.

maybe others will find this useful.
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Re: NPC Rules

Unread post by Killer Cyborg »

Sounds smart.
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Re: NPC Rules

Unread post by slade the sniper »

I just run NPCs in combat until I decide they die or run away. Why bother with numbers when I am the one who made them and it isn't like the PC's know what I am rolling. I used to do full on NPCs, then little combat write ups, and now I just give them a name, a number and about three words of description. Taylor, 7, twitchy, black hair

That is Taylor, a 7th level whatever I need him or her to be, black hair and acts twitchy. I just make a list of about 20 of these before a game and just check them off as I use them.

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Re: NPC Rules

Unread post by Warshield73 »

slade the sniper wrote:I just run NPCs in combat until I decide they die or run away. Why bother with numbers when I am the one who made them and it isn't like the PC's know what I am rolling. I used to do full on NPCs, then little combat write ups, and now I just give them a name, a number and about three words of description. Taylor, 7, twitchy, black hair

That is Taylor, a 7th level whatever I need him or her to be, black hair and acts twitchy. I just make a list of about 20 of these before a game and just check them off as I use them.

-STS

I think we all do this to a certain extent but I always try to keep the range in mind. I mean I will fudge things 10% to 20% but I'm not going to let a PC hit an 350 MDC Enforcer with 50 MDC and say it blows up or chase off a dragon with 10 points of damage but you want to make sure the battles don't last forever.
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Re: NPC Rules

Unread post by slade the sniper »

Warshield73 wrote:
slade the sniper wrote:I just run NPCs in combat until I decide they die or run away. Why bother with numbers when I am the one who made them and it isn't like the PC's know what I am rolling. I used to do full on NPCs, then little combat write ups, and now I just give them a name, a number and about three words of description. Taylor, 7, twitchy, black hair

That is Taylor, a 7th level whatever I need him or her to be, black hair and acts twitchy. I just make a list of about 20 of these before a game and just check them off as I use them.

-STS

I think we all do this to a certain extent but I always try to keep the range in mind. I mean I will fudge things 10% to 20% but I'm not going to let a PC hit an 350 MDC Enforcer with 50 MDC and say it blows up or chase off a dragon with 10 points of damage but you want to make sure the battles don't last forever.

Sometimes I do that, because maybe that dragon shows back up with his friends, or goes and tells the friendly neighborhood CS company commander the PCs are there.

I rarely have NPCs fight to the death...they just are not that motivated, and they usually have the option to leave.

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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Re: NPC Rules

Unread post by Warshield73 »

slade the sniper wrote:
Warshield73 wrote:
slade the sniper wrote:I just run NPCs in combat until I decide they die or run away. Why bother with numbers when I am the one who made them and it isn't like the PC's know what I am rolling. I used to do full on NPCs, then little combat write ups, and now I just give them a name, a number and about three words of description. Taylor, 7, twitchy, black hair

That is Taylor, a 7th level whatever I need him or her to be, black hair and acts twitchy. I just make a list of about 20 of these before a game and just check them off as I use them.

-STS

I think we all do this to a certain extent but I always try to keep the range in mind. I mean I will fudge things 10% to 20% but I'm not going to let a PC hit an 350 MDC Enforcer with 50 MDC and say it blows up or chase off a dragon with 10 points of damage but you want to make sure the battles don't last forever.

Sometimes I do that, because maybe that dragon shows back up with his friends, or goes and tells the friendly neighborhood CS company commander the PCs are there.

Sure that is something that can be factored in occasionally but this is why my players tried to never let anyone get away.

slade the sniper wrote:I rarely have NPCs fight to the death...they just are not that motivated, and they usually have the option to leave.

-STS

My original group almost always fought to the death in both of the Rifts Campaigns and especially in Phase World. Most of the groups I have run since tend to be a little less blood thirsty but the only times I have seen players run from conflict is when they are surprised and most of those times it is brief retreat before a counter attack.

Now in convention games I do a lot of bad guys running away and those players tend to allow it because we all seem to know we only have 4 hours for the game.
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Re: NPC Rules

Unread post by cyber-yukongil v2.5 »

slade the sniper wrote:I just run NPCs in combat until I decide they die or run away. Why bother with numbers when I am the one who made them and it isn't like the PC's know what I am rolling. I used to do full on NPCs, then little combat write ups, and now I just give them a name, a number and about three words of description. Taylor, 7, twitchy, black hair

That is Taylor, a 7th level whatever I need him or her to be, black hair and acts twitchy. I just make a list of about 20 of these before a game and just check them off as I use them.

-STS


then why use any mechanics? In my experience, unless you are REALLY good at this, the players always know and it cheapens the conflict, but to each their own.
"A society that gets rid of all its troublemakers goes downhill." ~ Heinlein

Petty tyrants thrive when they have authority backed by vague regulations. ~some unnamed joker
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Re: NPC Rules

Unread post by slade the sniper »

Warshield73 wrote:Sure that is something that can be factored in occasionally but this is why my players tried to never let anyone get away.

Wow. That's got to make the alignment a bit to the evil side.

Warshield73 wrote:My original group almost always fought to the death in both of the Rifts Campaigns and especially in Phase World. Most of the groups I have run since tend to be a little less blood thirsty but the only times I have seen players run from conflict is when they are surprised and most of those times it is brief retreat before a counter attack.

Now in convention games I do a lot of bad guys running away and those players tend to allow it because we all seem to know we only have 4 hours for the game.

Makes sense.

cyber-yukongil v2.5 wrote:
slade the sniper wrote:I just run NPCs in combat until I decide they die or run away. Why bother with numbers when I am the one who made them and it isn't like the PC's know what I am rolling. I used to do full on NPCs, then little combat write ups, and now I just give them a name, a number and about three words of description. Taylor, 7, twitchy, black hair

That is Taylor, a 7th level whatever I need him or her to be, black hair and acts twitchy. I just make a list of about 20 of these before a game and just check them off as I use them.

-STS


then why use any mechanics? In my experience, unless you are REALLY good at this, the players always know and it cheapens the conflict, but to each their own.

Oh, I do use mechanics, when it helps the game. Otherwise, combat can reeeealllllyyyy drag on. My players much prefer role playing to any sort of combat. So, unless they are the ones driving the conflict, or the conflict is part of the main arc, most of the time combat is sort of a take it or leave it sort of thing for pacing.

My players will either talk their way out, immediately kill everyone with overwhelming firepower, or just escape. Game mechanics sort of get in the way of that sort of play style.

As far as my experience, I've been GM'ing for 30+ years, and GM'ing for this specific group for 20+ years. My gaming style is build around these players. I made the changes for them...plus the other GM's in our group end up doing the same thing.

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
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