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- [05:51] *** Gryph has joined #gryph-finder
- [05:54] <Gryph> I have a notion.
- [05:56] <Gryph> I could attach a group of behavioral stats to npc groups that players could identify, either by description, by me just stating it, or by rolling some variety of social check: whether or not the npcs are intelligent creatures; whether they're disciplined; and whether they're motivated.
- [06:01] <Gryph> An intelligent group will prioritize targets correctly; an unintelligent group will attack at random and go for the most obvious targets. A disciplined group will coordinate attacks and maneuvers, focus fire, etc; an undisciplined group will not. A motivated group will fight to the death, sacrifice lives to gain advantages, etc; an undisciplined group will try to surrender or flee if it's...
- [06:01] <Gryph> ...losing, break and run if they start wondering which one of them will die next, etc.
- [06:06] <Gryph> Examples: Warband of orcs (intelligent, undisciplined, motivated). Squad of militia (intelligent, disciplined, unmotivated). Pack of wolves (unintelligent, disciplined, unmotivated). Murder of undead (unintelligent, undisciplined, motivated). Clan of assassins (intelligent, disciplined, motivated).
- [08:44] <CelestialDoggie> Behavioral stats: nifty idea. If it helps--whether a group is intelligent or not is usually a factor of the Knowledge check used to identify the monster in question (K: Religion for undead, K: Local for orcs and militia, K: Nature for wolves, etc.).
- [08:44] <CelestialDoggie> And Sense Motive can be used (or, at least, it could in 3.5, and I see no reason why you can't translate the function to PF) to guage an individual's/unit's relative demeanor--including discipline in the face of adversity
- [08:44] <CelestialDoggie> Motivation, you're on your own :P
- [08:47] *** Milly has joined #gryph-finder
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