neobeethoven

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Feb 18th, 2014
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  1. [05:51] *** Gryph has joined #gryph-finder
  2. [05:54] <Gryph> I have a notion.
  3. [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.
  4. [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...
  5. [06:01] <Gryph> ...losing, break and run if they start wondering which one of them will die next, etc.
  6. [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).
  7. [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.).
  8. [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
  9. [08:44] <CelestialDoggie> Motivation, you're on your own :P
  10. [08:47] *** Milly has joined #gryph-finder
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