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Quick'n'dirty NPCs

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?
 

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Could work, but I have two comments.

Skills -> just don't bother at all, or alternative pick ONE skill (such as Tumble), make it max, and USE it in the encounter.

Spells -> I'm a spell-lover so I can't just accept to not bother :D But at least I'd say, focus on 1-2 spells of the highest level the NPC can cast. A 5th-level wizard? E.g. focus on Fireball, fill all (or almost) his highest-level slots with it, and make it sure it casts that spell over and over. Fill all slots of a lower level with the same spell (eg all 1st level slots with Magic Missile), because he's going to use them only just in case the battle is going to last very long. An an unimportant NPC, it doesn't matter that he has a very well-defined tactic, so it's ok if he just casts the same Fireball over and over, but at the same time you get to give him a certain image (think attacking 2 QnD wizards, one of which is Fireball-based and the other is Slow-based for example).

You can use a similar approach for feats, to have for example two QnD fighter guards, one which is a heavy PowerAttack-user and the other is a heavy ImprovedDisarm-user for example. You pick one feat as signature for that NPC, and use it over and over.
 

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