Sand's Creature Tutorial
Posted: Sun Jun 13, 2010 6:21 pm
Sand's NWN2 Guide to making Creatures
Introduction
D&D uses a system called challenge rating to assign a value to a creature that rates how powerful it is. The importance of challenge rating can't really be over emphasised as it decides how many experience points a character receives for defeating that creature and is more often than not the deciding factor in what a DM decides to drop for PCs.
The challenge rating itself is somewhat arbitrary and the only way to really know how tough a creature is going to be is from experience. The calculated challenge rating the game uses can not always be trusted as it does not take into account synergy between feats, adjusted ability scores, adjusted hit points and the like.
How to create creatures and assign them challenge ratings is covered in the Dungeon Masters Guide (DMG) and the Monster Manual (MM), but even with these it can be a long and laborious process with much flicking back and forth between pages and tables to get the required statistics correct. This guide aims to make that process easier and approaches it step by step within the NWN2 toolset to help you arrive at a fair, correctly rated creature within a reasonable amount of time. Note though it still isn't a fast process. But its one that's important we get right, getting it wrong can lead to unfair character deaths and unexpected results for the DM on the ground.
Challenge Rating
Challenge Rating (CR) as stated before can be quite complicated to work out, fortunately you don't need to fully understand it to create creatures for the game. What you need to know is the following, challenge rating makes the following assumptions. A PC is within the wealth and equipment levels laid out in the DMG and a party consists of four balanced PCs (Traditionally one fighter, one cleric, one rogue and one wizard).
A creatures challenge rating indicates what level party of four it is an average challenge for. In D&D an average challenge is listed as “using roughly 20% of the party's resources”. Resources means hit points, spells, potions, etc. It follows that an encounter with a single creature of the same CR as the party level shouldn't result in a PC dying, but if the party does not have the opportunity to rest and resupply the chance of loosing a PC increases with each encounter. So by the time they encounter the fifth creature of equal CR, the part will have used 100% of its resources and should be defeated. Note that for this to be true the creatures must be met individually, five creatures with a CR equal to the party should in theory be an encounter that the PCs will more often than not loose and all die in.
The second rough guide to CR is that in an equal fight of one character versus one creature of an equal CR, it should be 50/50 who wins and who looses. This can be a more useful tool for us in NWN2 to think about CR, as we rarely see parties of four balanced PCs.
A final point to note is that if the above measures of CR do not prove to be true in game, it does not mean the CR system is broken, it means the creatures CR has been set incorrectly. If you encounter a creature during play that regularly does not match the above criteria, then you should inform your HDM who can then see that the creatures CR is adjusted accordingly.
Where to Begin
We're going to work through creating a creature as the statistics appear on the creatures property attributes in the toolset.
To begin with, create a new creature from scratch, this will give you a level one dwarf barbarian with all ability scores at 8 and one hit point. Its default name will be “creature1”.
First, we need to name it and categorise it, we do this now so that if we have to save and leave the toolset for any reason we can get back to the creature promptly. The naming conventions and the different names a creature has are explained here.
Resource Name: This must be unique to the creature you are creating its used by the game to reference a new instance of the creature from the palette. There are various naming conventions but on BG a creatures resource name should follow this system: 010_[builder name]_[descriptor]
Tag is used in game primarily for scripting purposes, many creature resources can share the same tag. In general it should be kept the same as the resource name as scripts which require a change of Tag (such as ALFAs spawn system) will re-tag the creature when it is spwaned.
Template ResRef is the template the creature was copied from, if you make a copy of our “creature1” the new creatures resource name will be “creature2” but its template ResRef will be “creature1”. This tells us where the creature has been copied from and can be useful if we are copying many creatures with similar names. In general, keep it the same as the resource name.
Note that none of these names will show in game to players, the name that shows in the client is called the “Display Name”.
For now that is all we need to do in the properties tab, our creature is set up and ready to be created, move on to the Basics tab.
Introduction
D&D uses a system called challenge rating to assign a value to a creature that rates how powerful it is. The importance of challenge rating can't really be over emphasised as it decides how many experience points a character receives for defeating that creature and is more often than not the deciding factor in what a DM decides to drop for PCs.
The challenge rating itself is somewhat arbitrary and the only way to really know how tough a creature is going to be is from experience. The calculated challenge rating the game uses can not always be trusted as it does not take into account synergy between feats, adjusted ability scores, adjusted hit points and the like.
How to create creatures and assign them challenge ratings is covered in the Dungeon Masters Guide (DMG) and the Monster Manual (MM), but even with these it can be a long and laborious process with much flicking back and forth between pages and tables to get the required statistics correct. This guide aims to make that process easier and approaches it step by step within the NWN2 toolset to help you arrive at a fair, correctly rated creature within a reasonable amount of time. Note though it still isn't a fast process. But its one that's important we get right, getting it wrong can lead to unfair character deaths and unexpected results for the DM on the ground.
Challenge Rating
Challenge Rating (CR) as stated before can be quite complicated to work out, fortunately you don't need to fully understand it to create creatures for the game. What you need to know is the following, challenge rating makes the following assumptions. A PC is within the wealth and equipment levels laid out in the DMG and a party consists of four balanced PCs (Traditionally one fighter, one cleric, one rogue and one wizard).
A creatures challenge rating indicates what level party of four it is an average challenge for. In D&D an average challenge is listed as “using roughly 20% of the party's resources”. Resources means hit points, spells, potions, etc. It follows that an encounter with a single creature of the same CR as the party level shouldn't result in a PC dying, but if the party does not have the opportunity to rest and resupply the chance of loosing a PC increases with each encounter. So by the time they encounter the fifth creature of equal CR, the part will have used 100% of its resources and should be defeated. Note that for this to be true the creatures must be met individually, five creatures with a CR equal to the party should in theory be an encounter that the PCs will more often than not loose and all die in.
The second rough guide to CR is that in an equal fight of one character versus one creature of an equal CR, it should be 50/50 who wins and who looses. This can be a more useful tool for us in NWN2 to think about CR, as we rarely see parties of four balanced PCs.
A final point to note is that if the above measures of CR do not prove to be true in game, it does not mean the CR system is broken, it means the creatures CR has been set incorrectly. If you encounter a creature during play that regularly does not match the above criteria, then you should inform your HDM who can then see that the creatures CR is adjusted accordingly.
Where to Begin
We're going to work through creating a creature as the statistics appear on the creatures property attributes in the toolset.
To begin with, create a new creature from scratch, this will give you a level one dwarf barbarian with all ability scores at 8 and one hit point. Its default name will be “creature1”.
First, we need to name it and categorise it, we do this now so that if we have to save and leave the toolset for any reason we can get back to the creature promptly. The naming conventions and the different names a creature has are explained here.
Resource Name: This must be unique to the creature you are creating its used by the game to reference a new instance of the creature from the palette. There are various naming conventions but on BG a creatures resource name should follow this system: 010_[builder name]_[descriptor]
Tag is used in game primarily for scripting purposes, many creature resources can share the same tag. In general it should be kept the same as the resource name as scripts which require a change of Tag (such as ALFAs spawn system) will re-tag the creature when it is spwaned.
Template ResRef is the template the creature was copied from, if you make a copy of our “creature1” the new creatures resource name will be “creature2” but its template ResRef will be “creature1”. This tells us where the creature has been copied from and can be useful if we are copying many creatures with similar names. In general, keep it the same as the resource name.
Note that none of these names will show in game to players, the name that shows in the client is called the “Display Name”.
For now that is all we need to do in the properties tab, our creature is set up and ready to be created, move on to the Basics tab.
