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Jul 11, 2013 at 16:35 comment added John Snowdon Another interesting perspective in this previous question: gamedev.stackexchange.com/questions/12071/… with respect to assigning scores to the highest threat characters. I think I have some interesting ideas to work with, thanks!
Jul 11, 2013 at 7:38 comment added John Snowdon Interesting, thanks. Whether for good or bad, the 'monsters' in my game are composed of the same basic races and classes as the player party, so have access to the same statistics - so it should be possible to model something along this line of behaviour taking into account their INT/WIS.
Jul 11, 2013 at 5:11 comment added GMJoe Exactly. In the pencil-and-paper game, NPC choices are informed primarily by "How intelligent this guy is supposed to be" and "what this guy's training and habits are." A skilled yet dumb-as-an-ox swordsman probably has great reflexive reactions to common battlefield situations, but would get into trouble if in any situation he's unfamiliar with; Conversely, a bookish but brilliant wizard might have no idea how to react when ambushed - but you can bet he'll think up a strategy in a hurry.
Jul 10, 2013 at 22:57 history answered basicer CC BY-SA 3.0