What's he's talking about is giving variablility to creature behaviors. Essentially not just having the standard, boring/predictable behaviors of just attacking blindly, that many builders have never gone beyond. These can be either hostile or non-hostile npc behaviors that are specifically designed for certain creatures or groups to randomize their actions and offer more interesting encounters and ambient behaviors. In this particular case, DM_Vecna, is using the approach mainly for non-hostile creatures, though this methodology can be applied to hostile creatures just as easily with favorable results. I use it across the board for all my creatures and usually don't differentiate between them. So sorry if I caused confusion with my commets.
Modifié par ffbj, 27 juin 2011 - 10:51 .