EricNoah
Adventurer
I'm not particularly good at "winging it" and particularly since 3rd edition came I've felt a bit like I never had quite the information I needed at my fingertips. Now that I've been playing for a few years, I'm getting more comfortable -- I feel like I could come up with stats off the top of my head if I needed to. And with a laptop at the ready, I have at least the SRD and whatever eTools stuff I have purchased and/or entered myself as far as coming up with raw monster stats.
NPC stats are another matter. I have the ghost of an idea in my head about how to come up with "fair" stats off the cuff but it clearly needs some work -- something like this:
* in a "typical" encounter, the PC fighter-types should be hitting the NPCs about 50% of the time; so the base AC of an opponent should be about 10+ the party's level;
* give NPCs an attack bonus equal to the party's level, and maybe half of that as a damage bonus as well.
* saves ... same deal ... a bonus equal to the party's level on "good" saves, and 3/4 of that on "poor" saves.
*Skills -- gosh, how to do this -- I guess as skill checks are required, the skill is either maxed out (party's level +3, with 1-4 extra for appropriate stats), or untrained (+0 to +4 depending on stat used).
* however, I also want to provide some wiggle room -- something to emulate various feats, differing stats, magic items, masterwork items, etc. -- so I would also scatter a certain amount of "wiggle room" bonuses among the following stats: AC, Attack Bonus, Damage bonus, and each of the three Saving Throw categories. Again, I might say that NPCs have "wiggle room" bonuses equal to the party's level.
* So as an example, a 4th level party encounters some NPCs fighter types -- those NPCs would have AC 14, +4 to hit, damage by weapon +2, Fort +4, Will and Reflex +3, and 4 points of "wiggle room" to scatter among these (this time I might spend 2 of those points on AC, 1 on damage, and 1 on Reflex save). Later, when the encounter is over, I can come up with reasonable equipment if needed. After all, the players don't know what stats I used!
* Spells are another matter -- I would just pick out some easy ones, maybe a couple per appropriate level, and set DCs as if the NPC had 16-18 in the spellcasting stat.
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Stats aren't the only thing, of course, that makes winging it a challenge. If you are good at winging it in 3rd Ed, what are your secrets? Any products, methods, practices, tools you use to make it easier? Educate me!
NPC stats are another matter. I have the ghost of an idea in my head about how to come up with "fair" stats off the cuff but it clearly needs some work -- something like this:
* in a "typical" encounter, the PC fighter-types should be hitting the NPCs about 50% of the time; so the base AC of an opponent should be about 10+ the party's level;
* give NPCs an attack bonus equal to the party's level, and maybe half of that as a damage bonus as well.
* saves ... same deal ... a bonus equal to the party's level on "good" saves, and 3/4 of that on "poor" saves.
*Skills -- gosh, how to do this -- I guess as skill checks are required, the skill is either maxed out (party's level +3, with 1-4 extra for appropriate stats), or untrained (+0 to +4 depending on stat used).
* however, I also want to provide some wiggle room -- something to emulate various feats, differing stats, magic items, masterwork items, etc. -- so I would also scatter a certain amount of "wiggle room" bonuses among the following stats: AC, Attack Bonus, Damage bonus, and each of the three Saving Throw categories. Again, I might say that NPCs have "wiggle room" bonuses equal to the party's level.
* So as an example, a 4th level party encounters some NPCs fighter types -- those NPCs would have AC 14, +4 to hit, damage by weapon +2, Fort +4, Will and Reflex +3, and 4 points of "wiggle room" to scatter among these (this time I might spend 2 of those points on AC, 1 on damage, and 1 on Reflex save). Later, when the encounter is over, I can come up with reasonable equipment if needed. After all, the players don't know what stats I used!
* Spells are another matter -- I would just pick out some easy ones, maybe a couple per appropriate level, and set DCs as if the NPC had 16-18 in the spellcasting stat.
-----------
Stats aren't the only thing, of course, that makes winging it a challenge. If you are good at winging it in 3rd Ed, what are your secrets? Any products, methods, practices, tools you use to make it easier? Educate me!