Sammael
Adventurer
I've been thinking about using some of the 4E design philosophies (which seem to cut down on DM prep time) in my high-level 3.x game. I tried this during my last session, and it seemed fine, but, of course, it needs a lot more playtesting. Here's a very rough draft of what I have in mind:
When designing a Q'n'D NPC, start with his desired level and class. Don't worry about race too much, provided he is a member of one of the core races - racial modifiers don't matter all that much for NPCs. Pick just one or two defining racial traits that are easy to remember - all elves have good perception, dwarves are used to wearing armor, drow have SR. More than anything, use the race to stereotype his choice of class and weapons. Q'n'D NPCs don't win literary awards; they are there just in case the PCs decide to do something stupid, such as make the city watch mad or execute a frontal assault against a well-defended drow outpost.
Init = +0, +5 if the NPC is meant to be quick, +10 if he is meant to be super-fast
AC = 15 + Level; flat-footed = 10 + Level (15 + Level for rogue and barabrian types); touch = 10 (15 for rogue and monk types)
HD = Level
HP = Level x Class HD; don't worry about Con modifier
Saves = Level / 2 (+5 for what should be good saves)
Attack = Level (-5 for sorcerer/wizard types, +5 for paladins, barbarians, rangers, +10 for fighters)
Damage = Weapon + Level / 2 (level for fighters)
Skill bonus = Level / 2 (+5 if the NPC should be competent, +10 if he should be a master of that particular skill - e.g. Survival for elf ranger)
Feats = If needed, pick 1 feat plus 1 per 5 levels; NEVER choose feats that modify stats; that's already included in the above numbers
Spells: Don't bother too much. Make all arcane Q'n'D NPCs warlocks (i.e. give them an eldritch blast and a couple of invocations) and mix'n'match the flavor as necessary. Make all divine Q'n'D NPCs clerics; if one such caster is present, give all his allied NPCs a bonus on attacks and saves equal to his level / 5 (minimum 1) and focus on cure/inflict spells.
Good? Bad? Ugly?
When designing a Q'n'D NPC, start with his desired level and class. Don't worry about race too much, provided he is a member of one of the core races - racial modifiers don't matter all that much for NPCs. Pick just one or two defining racial traits that are easy to remember - all elves have good perception, dwarves are used to wearing armor, drow have SR. More than anything, use the race to stereotype his choice of class and weapons. Q'n'D NPCs don't win literary awards; they are there just in case the PCs decide to do something stupid, such as make the city watch mad or execute a frontal assault against a well-defended drow outpost.
Init = +0, +5 if the NPC is meant to be quick, +10 if he is meant to be super-fast
AC = 15 + Level; flat-footed = 10 + Level (15 + Level for rogue and barabrian types); touch = 10 (15 for rogue and monk types)
HD = Level
HP = Level x Class HD; don't worry about Con modifier
Saves = Level / 2 (+5 for what should be good saves)
Attack = Level (-5 for sorcerer/wizard types, +5 for paladins, barbarians, rangers, +10 for fighters)
Damage = Weapon + Level / 2 (level for fighters)
Skill bonus = Level / 2 (+5 if the NPC should be competent, +10 if he should be a master of that particular skill - e.g. Survival for elf ranger)
Feats = If needed, pick 1 feat plus 1 per 5 levels; NEVER choose feats that modify stats; that's already included in the above numbers
Spells: Don't bother too much. Make all arcane Q'n'D NPCs warlocks (i.e. give them an eldritch blast and a couple of invocations) and mix'n'match the flavor as necessary. Make all divine Q'n'D NPCs clerics; if one such caster is present, give all his allied NPCs a bonus on attacks and saves equal to his level / 5 (minimum 1) and focus on cure/inflict spells.
Good? Bad? Ugly?