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Systems & Settings => Shadow World => Topic started by: RandalThor on January 27, 2008, 11:03:45 AM

Title: NPC Stats
Post by: RandalThor on January 27, 2008, 11:03:45 AM
Sorry if this has been covered before. I have been looking over the SW Master Atlases (for RM2 and RMSS) and have noticed the NPCs ridiculously high attributes. How did they get that high? I have not come across anything an any RM version that would do that - except temporarily.
Title: Re: NPC Stats
Post by: PiXeL01 on January 27, 2008, 12:13:00 PM
Companion IV (as well as earlier I think) has rules on Potential gains if temporary has reached Pot.
Title: Re: NPC Stats
Post by: yammahoper on January 27, 2008, 12:18:34 PM
 :DThis has been covered.

Terry makes what he wants.  Hard to argue that point since I am a full supporter of GM fiat.

There are no mechanics for making the bad a$$ muthus you find in SW...or in the old LoME series, either.  There is just what I imagine as Terry mulling over his NPC and asking "compared to a normal PC with a max 102 attribute, what should this gawdlings stat be?"

lynn
Title: Re: NPC Stats
Post by: RandalThor on January 27, 2008, 01:59:32 PM
I thought it was something like: "I want it that way, so there it is!" But just checking in case there was something in the rules.

I have RoCo IV so will be checking in there - though I was under the impression that the RoCos weren't "canon" as far as rules went. (Not that that matters.   ;D)
Title: Re: NPC Stats
Post by: Guillaume on January 28, 2008, 01:10:27 AM
There's also rules similar to the RMC IV ones in the Lords of Middle Earth Volume 1, along with rules to create characters with ridiculously high stats.
 :)

The combination of the RMC IV and LOME I is quite deadly.
Title: Re: NPC Stats
Post by: Mider on January 28, 2008, 11:25:28 AM
Also, they have lived some times hundreds if not thousands of years, there could be rituals or items that impart the high stats.  Also, the "PC" stats that are listed in the books were to make the game more balanced, think of how hard it was in the old AD&D to get above 18:00.  Every tick was suppose to cost a limited wish spell to get.
Title: Re: NPC Stats
Post by: RandalThor on January 28, 2008, 12:00:59 PM
That is why, in AD&D you only saw gods with incredible attributes. These guys on Kulthea (not gods, just immortal elves and such) would be running around with the equivalent in AD&D of 21-30 attributes in ALL -  even physical stats for mages. A little "over-the-top" I say. You couple that with the fact that they are all 50th to 100th level (with a few very special individuals over 100th level) and you have some seriously godlike NPCs.

I think they would have been fine if you keep the levels (they have lived for millenia in most cases), but lowered their stats, especially the ones that are not key to their profession. Like a magician could have his strength in the 90s - not in the 110-115. If you don't want it so "low" then go with 101-103. That is still much stronger than 99% of the population. His prime stats could stay as they are so they are still a major bad a$$ in what they do, just not also one in something the profession is not supposed to be (though they are still really great there).

Title: Re: NPC Stats
Post by: Marc R on January 28, 2008, 12:45:34 PM
plenty of bits and peices out there to pick up 101+ stats.

A few magic items, a few herbs, one spell list I can think of. . . the "Calesthenics" skill from Arms Companion (Woo-eee is that a totally whackjob skill designed for a munchkin)