I found the Advancement tab rather clunky to use for NPC building, especially when I wanted to track their XP expenditure. It's solely designed for building a PC and incrementing their power through XP, little bit by bit, session after session. Why do I want to track XP for NPCs rather than just randomly give them stuff? It's good to have an NPC relative to the PC's power-level. Sure, I can use the NPC builder function and merrily click on dots, but I've got no idea how much XP I'm spending. That's something I want HL to calculate for me.
Also, if the PCs gain XP, I might want to power up my big bad to provide a decent challenge. Hence the desire to spend more XP on an existing NPC and not go through all of the fuss of the Advancement tab, especially if I wish to tweak or undo a setting.
It's also painful to use the advancement tab when creating PCs that start with, say, 150 XP or so, as it forces me down this linear list of adjustments and if I need to undo something or fiddle with my build, it gets tricky. I'd much rather use the initial screen. It's all fun when I do the base character, and then there's the groan as I have to get to the dreaded advancement tab as it's cumbersome and fiddly, especially when doing all of the XP in a big batch.
Maybe lock down the base build, but then use the same editing features to add XP, rather than the Advancement tab interface? And the have a special screen than tracks all of the XP expenditure in a list or table, so you can rearrange the order of these expeditures or delete them at any point of the list without disturbing the rest of the list?
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