Bloggin' with AscentStudios

Join Alex's epic journey as he experiences the trials, tribulations, thrills and chills as an RPG designer...

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Location: Portland, Oregon, United States

Monday, July 14, 2003

Developer's Digest: Designing an NPC Class
I'm still trying to downshift from Spycraft prestige class design so I can knock out the stuff for Dragonstar (and the corresponding article) soon, but since I've got a little pick-up work for Scott Gearin on The Shop Threat Book, I thought I'd do a mini developer's digest on NPC class design. I'm not going to bother with the formulas (partially for NDA reasons, partly becuase it's been covered in the Spycraft forums pretty thoroughly) and instead focus on the principles of balance. Please note, these are all rules of thumb rather than set guidelines...balance is 90% persperation and 10% inspiration most of the time.

When designing an NPC class, I follow the same rules I do for creating standard base and prestige classes - I do my homework, lay out the the general mechanical concepts I want to use, and develop all relevant subthemes - then I get on to work. NPC classes by their very nature are supposed to be weaker than their PC class counterparts - in Spycraft, minions usually don't even have a class (in DnD terms, they're all effectively Warriors), this should be halfway between a base class and basic minion. Because minions are all shooters, I also try to develop NPC classes that actively work against that basic 'goon with a gun' build (maybe by altering stats like base attack bonuses, saves, and other goodies, changing up skills, etc). NPC classes should also effectively be prestige classes for minions - if the base minion is the generic goon type, NPC classes by extension should be specialized and more narrowly focused. That means thier abilities should concentrate on a special schtick, rather than improving on what is already presented in the basic minion. These new definitions can also create new archetypes - sure the Bond villains have the guys in yellow jumpsuits with guns, but they also have scientists pulling random levers in the secret rocket base and guys who drive the submarines as well.

Example: In this example, let's say I want to make a suicide bomber type - a guy who sits in his basement stirring a vat of styrofoam and orange juice to make napalm bombs that could slaughter dozens of people at a time, the sorta unhinged lunatic that we find in movies like Blown Away. Spycraft has a prestige class called the saboteur that will provide a template for what sort of abilities a player who wanted to be a bomber might have, so that will be a chief reference in this project. First thing the guy needs is full skills in his key skill needs - that means Demolitions. The saboteur also specializes in sneaking around (you gotta get close to the bomb site too), so we give him Move Silently and Hide as well. And for gravy, since this guy is might be disarming a bomb with 3 seconds on the clock, Concentration seems to fit too.

When selecting class abilities, the easiest way to work is to follow the rule of halves - each level of an NPC class should be treated as if it were only 1/2 a level in a PC class when it comes to abilities (this is usually fair, as most PC groups will be facing 2 or more of these guys at a time). Therefore, while most PC classes get a new class ability each level, minion classes get a new class ability every other level (plus 1 at first), and by extension, if a PC class that is similar to the NPC class gets an ability at, say, 2nd level, the earliest the NPC class could get that same ability is 4th level. I also try to never give an NPC class any feat higher than the second tier of a feat tree (ie, he may get basic and advanced skill mastery or power attack and cleave, but never grand skill mastery or great cleave) - 3rd tier feats are powerful and usually beyond the competence presented with your standard NPC class. Finally, I never give an NPC class more than 3 feats - while it's tempting to just create a chain of feats, the basic rules of minion design state you can't buy more than three feats for a minion type, and no PC will earn more than 3 level based feats in 10 levels.

Example:The saboteur PC class I am looking at provides lots of tasty abilities, like an Explosives Basics/Mastery/Supremecy feat tree, supporting feats like Skill Mastery for the Stealthy skill feat, and lots of little toys for making bigger booms. I can pretty much throw out any abilities after level 5 or 6 in this class - the rule of halves dictates it. So I'm looking at a few feats based on explosives use, some sneaking around sorta stuff, and abilities for getting away from bombs. Because Demolitions is absolutely key to the bomber's job, Specialty in demolitions is a good starting ability - much weaker than the 1st level ability of a PC class, but it works here. Explosives Basics and Mastery look good, and it fits our feat formula. Because explosives are so expensive, I also give him some free BP to spend on explosives, grenades and mines only - after all, what's a mad bomber without a bomb? Finally, this guy needs to be deadly - I go back to the saboteur and find the Chain Reaction class ability, which basically nullifies Evasion. Not overly powerful, but very good for a high level ability.

With my concept, skills and abilities chosen, I shuffle them around to find a string of abilities that feels right. This part is the hard part to describe when it comes to balance - you have to feel it out, and you can only learn that through experience. When laying out multi-tier abilities, I try to spread them at least 4 levels apart, with one ability of a different nature in between. This prevents a rapid progression of powerful feats early in the class, which means a twink GC would only select the most powerful abilities then move to something else (in DnD, I call this the Monk and Ranger syndrome - you get so much stuff at 1st level, it's almost always worth taking 1 level just to get all the free stuff). Finally, we do ability scores. I go back to a similar PC class and look at its basic progression, then adjust the NPC class's progression to taste.

Example:I start shuffling around the abilities of the bomber. Specialty is first. At 2nd, I have a tough time - do I want him to have some bonus budget points for extra bombs, or should he have Explosives basics? Finally, I decide that explosives is so key he needs the feat first, and the bonus BP ability comes at 4th. At 6th, I insert Chain Reaction - since minions can't crit, it's not nearly as powerful in the hands of the minion. Then bonus BP again at 8th and Explosives Mastery at 10th (the extra damage provided by this feat bumped it up to the 10th level ability). Ability scores are simple - he's a competent fighter who doesn't do it for a living, so medium BAB and Initiative work. However, the guy should be able to survive "accidents" in his work, so a High Reflex and Defence are important. Strength of mind and body don't really matter, so low Fort and Will saves work.

And that's pretty much it. It wasn't as short as I had hoped, but there you have it. Now get out there and do some good work!

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Tuesday, July 08, 2003

Developer's Digest - Designing a Class from Scratch Part I: Planning
So yesterday I received my copy of the Dragonstar Starfarer's Guide, graciously passed along by Will Hindmarch, so I can get started on designing some classes for the new book he's putting together for the line, and I thought, 'This is the perfect time to share some of my insights into class design from the beginning.' Since I'm coming into Dragonstar totally cold, this might be a good opportunity to bring you all in.

First thing is to come up with a theme. Typically, the project manager hands you an outline of the book which contains major themes of the book and often a list of classes he/she would like to see. In this case, Will has provided me with 4 archetypes for the book that I should work to, as well as core classes that might provide good entry points (ALWAYS try to make this more than 1). Each theme needs to be distinct both mechanically and in presentation, so I generally brainstorm a series of subthemes based both on the prestige class's 'schtick', as well as the base classes that might provide the best paths for entry. If I'm stuck for subthemes, I may also do a little research on the Internet, at the library or watch a themed movie to broaden my idea base.

So for example, when I was developing the illuminati for The European Commonwealth, I first decided that I wanted a behind the scenes power broker. Subthemes of this idea were 'soft' power sources, such as finance and political wrangling, as well as the 'secret society' elements tied with the group's mythology (which I found after doing a good spot of reading on the actual group and watching The Skulls and The Contender). Further, I decided good class entry points would be the faceman, spin doctor and pointman, so I looked at how each of these agent types would change the way the illuminati class works in play - a faceman/illuminati would be the most shadowy type; the spin doctor/illuminati would be all about deception, twisting the truth and deflecting attention from his superiors; and the pointman/illuminati might be a financial wizard extrordinaire, an invisible man with the power to throw his weight around and make others do his bidding.

With subthemes in place, I start looking at the rest of the book to make the class really jive. I like to make classes that play with the rules presented in the book as well, so I read through the outline and see what, if anything, jumps out at me (You can see this theme with many of the prestige classes in the upcoming Faceman/Snoop Class Guide, which have many class abilities that interlock with specific rulesets scattered throughout the book, such as forensic investigation, profiling and psychology). Ultimately, this brings the entire book into play for the player and the GM, as they are using many different sections of the book to play their characters, and creates a richer gaming experience IMHO.

The next step is to learn about the line. It really is amazing how many prospective designers for Spycraft come in with classes that use Disable Device (turned into Mechanics in SC) or Animal Empathy (removed) in their skill lists. All that proves is that they have never seriously looked at the line they want to work on, and gets them a swift kick in the butt out the door. :) So I start out by reading the historical overview in the front of the book, all the classes (base and prestige), and the miscellaneous rules sections that might apply to the particular theme I'm working towards (in this case, rules on starships, trade, and so forth). I need to find out how these classes can mechanically work in the system and setting they are encompassed by. I find it's easier to get a broad theme for a class then work it back into the setting instead of looking at the setting and then making classes that fit it with jobs like this, but the door really swings both ways.

Now, with my reading done, my general and specific ideas in place and an idea of how it all ties into the game itself, I'm ready for the nitty gritty of designing the class - which is going to have to wait for another time :) Part II should contain some notes I make as I actually design a class and the decisions i make based on these broad ideas. More as it develops.

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