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	<title>Comments on: Setting an AI for your NPC in Combat</title>
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	<link>http://www.gamestopica.net/2009/12/setting-an-ai-for-your-npc-in-combat/</link>
	<description>Topics and Ideas for all sort of Game Creations</description>
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		<title>By: extrakun</title>
		<link>http://www.gamestopica.net/2009/12/setting-an-ai-for-your-npc-in-combat/comment-page-1/#comment-96</link>
		<dc:creator>extrakun</dc:creator>
		<pubDate>Tue, 29 Dec 2009 04:32:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestopica.net/?p=1367#comment-96</guid>
		<description>Good point on the type of game.

For me, when all the mobs demonstrate the same tactical behavior throughout, it feels to me that it is the players vs. GM. While giving mobs behavior that they naturally would have is a more narrative approach.

Another good point for the morale/courage aspect. In fact, ignoring an attacker to go help out an ally may require a morale/courage/willpower test, to see if you even have the presence of mind to do it. The PCs may have to roll this for a grim and gritty setting.

Sometimes I just let chance takes over. I told the players recently, &quot;I&#039;ll roll a d6. On a 1 to 3, it will attack the fighter; on a 4 to 6, it will attack the rogue&quot;. This is after both characters have badly hurt the mob in question.</description>
		<content:encoded><![CDATA[<p>Good point on the type of game.</p>
<p>For me, when all the mobs demonstrate the same tactical behavior throughout, it feels to me that it is the players vs. GM. While giving mobs behavior that they naturally would have is a more narrative approach.</p>
<p>Another good point for the morale/courage aspect. In fact, ignoring an attacker to go help out an ally may require a morale/courage/willpower test, to see if you even have the presence of mind to do it. The PCs may have to roll this for a grim and gritty setting.</p>
<p>Sometimes I just let chance takes over. I told the players recently, &#8220;I&#8217;ll roll a d6. On a 1 to 3, it will attack the fighter; on a 4 to 6, it will attack the rogue&#8221;. This is after both characters have badly hurt the mob in question.</p>
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		<title>By: Quasi-Human</title>
		<link>http://www.gamestopica.net/2009/12/setting-an-ai-for-your-npc-in-combat/comment-page-1/#comment-95</link>
		<dc:creator>Quasi-Human</dc:creator>
		<pubDate>Mon, 28 Dec 2009 19:27:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestopica.net/?p=1367#comment-95</guid>
		<description>As always, the big question is &#039;What kind of game do your players want to play?&#039; 

If your players want a detailed tactical game, then by all means, meta-game and have cowardly goblins sacrifice themselves to charge the mages. If they want a &#039;realistic&#039; simulation, then try and role-play each NPC&#039;s motivations.


Also if there is a leader commanding the NPC&#039;s, make sure to allow the PC&#039;s to try and perceive who&#039;s giving the orders, and to try and neutralize them. Include some contingencies for what the NPC&#039;s do if the leader is slain.</description>
		<content:encoded><![CDATA[<p>As always, the big question is &#8216;What kind of game do your players want to play?&#8217; </p>
<p>If your players want a detailed tactical game, then by all means, meta-game and have cowardly goblins sacrifice themselves to charge the mages. If they want a &#8216;realistic&#8217; simulation, then try and role-play each NPC&#8217;s motivations.</p>
<p>Also if there is a leader commanding the NPC&#8217;s, make sure to allow the PC&#8217;s to try and perceive who&#8217;s giving the orders, and to try and neutralize them. Include some contingencies for what the NPC&#8217;s do if the leader is slain.</p>
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		<title>By: Monele</title>
		<link>http://www.gamestopica.net/2009/12/setting-an-ai-for-your-npc-in-combat/comment-page-1/#comment-94</link>
		<dc:creator>Monele</dc:creator>
		<pubDate>Mon, 28 Dec 2009 17:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestopica.net/?p=1367#comment-94</guid>
		<description>I fully agree with what&#039;s been written. Here&#039;s a good place for GMs to roleplay too: have enemies act as one would expect them to. Goblins should be rather stupid and cowardly but overwhelm you through number and dirty tricks. Also following movie-logic, you tend to have characters of the same level or class fighting against each other, rather than have the big fighter against a weak caster.</description>
		<content:encoded><![CDATA[<p>I fully agree with what&#8217;s been written. Here&#8217;s a good place for GMs to roleplay too: have enemies act as one would expect them to. Goblins should be rather stupid and cowardly but overwhelm you through number and dirty tricks. Also following movie-logic, you tend to have characters of the same level or class fighting against each other, rather than have the big fighter against a weak caster.</p>
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		<title>By: Quasi-Human</title>
		<link>http://www.gamestopica.net/2009/12/setting-an-ai-for-your-npc-in-combat/comment-page-1/#comment-93</link>
		<dc:creator>Quasi-Human</dc:creator>
		<pubDate>Mon, 28 Dec 2009 17:42:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestopica.net/?p=1367#comment-93</guid>
		<description>Nice post. 

Also, if the NPC&#039;s are particularly brave and/or well-trained, make some perception-tests if/when spells start to get thrown around. A well-trained solider or a seasoned adventurer/villain should be able to recognize who&#039;s casting healing spells, and -might- re-prioritize targets accordingly. On the other hand, not many intelligent creatures would risk several attacks of opportunity in order to take a shot at the mage. 

This can up the challenge for the PCs, as they need to work in order to protect the squishies.</description>
		<content:encoded><![CDATA[<p>Nice post. </p>
<p>Also, if the NPC&#8217;s are particularly brave and/or well-trained, make some perception-tests if/when spells start to get thrown around. A well-trained solider or a seasoned adventurer/villain should be able to recognize who&#8217;s casting healing spells, and -might- re-prioritize targets accordingly. On the other hand, not many intelligent creatures would risk several attacks of opportunity in order to take a shot at the mage. </p>
<p>This can up the challenge for the PCs, as they need to work in order to protect the squishies.</p>
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		<title>By: Swordgleam</title>
		<link>http://www.gamestopica.net/2009/12/setting-an-ai-for-your-npc-in-combat/comment-page-1/#comment-92</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Sun, 27 Dec 2009 21:40:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamestopica.net/?p=1367#comment-92</guid>
		<description>I like these rules. Combat tactics is a personal weakness of mine - my enemies usually surround the closest thing to them, then just flank and attack anyone within movement distance of them for the rest of combat. But thinking back, two of the most exciting combats have been when the enemies did something different - for example, when our paladin decided to try and convert some goblins mid-combat. Guess who was unconscious by the end of the next round?</description>
		<content:encoded><![CDATA[<p>I like these rules. Combat tactics is a personal weakness of mine &#8211; my enemies usually surround the closest thing to them, then just flank and attack anyone within movement distance of them for the rest of combat. But thinking back, two of the most exciting combats have been when the enemies did something different &#8211; for example, when our paladin decided to try and convert some goblins mid-combat. Guess who was unconscious by the end of the next round?</p>
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