Difference between revisions of "MPNP Unit Generation"

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(Inventory)
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===Inventory===
 
===Inventory===
Now, if you're giving your players a big mook fight(a ton of weak enemies), odds are you aren't going to give each and every enemy a full inventory. But, as a general rule: if a bad guy is carrying a sword, when he dies he needs to drop a sword. If he was a particularly strong opponent, it should be a good sword. Consider primarily using base items with varying quality and -imbue effects. The general idea is that your characters, walking around with their magic swords, are special and more powerful. Most of the people you meet won't have those
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Now, if you're giving your players a big fight (a ton of weak enemies), odds are you aren't going to give each and every enemy a full inventory. But, as a general rule: if a bad guy is carrying a sword, when he dies he needs to drop a sword. If he was a particularly strong opponent, it should be a good sword. Consider primarily using base items with varying quality and -imbue effects. The general idea is that your characters, walking around with their magic swords, are special and more powerful. Most of the people you meet won't have those.
 
 
  
 
==See Also==
 
==See Also==

Revision as of 17:23, 25 March 2017

There are two approaches to making units. You can go the solid route and draw up full character sheets, or you can take the simple approach. Here, we will be covering the simple way.

Unit Creation

Step one: pick your unit from the catalogue. The unit description will have a pretty solid base to work with, so draw from it as you complete the checklist.

Color and Star Rating

These need to be considered ahead of time as they influence a lot of other factors. The base description in the catalogue assumes a normal colored unit and provides a base Star rating. Add stars according to color and vary other stats and abilities accordingly.

Attack Value and Defend Value

The catalogue will not list a base attack and defend values but will use descriptive terms like "strong" and "weak" and "unarmored" to give you a starting point. Take a look at the AVs and DVs of your player characters and work out a rough range around that. Too high of DVs will mean your players can never land a hit. Too loo and it will be too easy.

Consider also difficulty: do you want to challenge your players? Any target can be hit with careful planning and teamwork.

There is no need to work out the background stats, just fill in attack and defend values so you have dice to role.

Hit Points

Again there's no base in the catalogue, and it's ok to leave this one blank if you're planning a mook fight. The soul of MRPG involves one-shooting a ton of little guys. Hit points are primarily valuable when you are making a challenging encounter or planning out a boss fight.

Activated Abilities and Special Attributes

Enemies can have activated abilities just like player characters. Also like player characters they have cool downs. Feel free to ignore the cool down rules if you wish, there's nothing like a bad guy who can use disarm every single turn.

Units may also have immunities. Activated Abilities work on the Star rating system, but some targets can be straight up immune. Sometimes its obvious. a Gryphon, for example, uses its claws as a weapon, and is thus immune to disarm. Other times it will be listed.

If its not listed, and its not obvious, it doesn't have the immunity.

The caveat is if it's carrying an item. Let's say you're characters are fighting a Swordsmen, in order to make him immune to the Disarm effect, he should have a hand chain on his sword.

Inventory

Now, if you're giving your players a big fight (a ton of weak enemies), odds are you aren't going to give each and every enemy a full inventory. But, as a general rule: if a bad guy is carrying a sword, when he dies he needs to drop a sword. If he was a particularly strong opponent, it should be a good sword. Consider primarily using base items with varying quality and -imbue effects. The general idea is that your characters, walking around with their magic swords, are special and more powerful. Most of the people you meet won't have those.

See Also