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<blockquote data-quote="DM_Blake" data-source="post: 3928402" data-attributes="member: 57267"><p>Here's a tip that works great for me.</p><p></p><p>Sometimes, when an NPC is just there as a combat plot device, don't stat him at all. Even if you know he's a bad guy that the players must fight, kill, and find the treasure map in his backpack, you still don't need to stat him.</p><p></p><p>If your group is 15th level, and they have roughly a +24 to hit (the fighters, at least), then give your NPC +24 to hit as well. Or don''t even write it down.</p><p></p><p>AC? Well, is he a fighter? A rogue? A mage? What AC does your player with the same or similar class have? Give your NPC the same or similar AC.</p><p></p><p>Same for HP. This one's easy. Class average: lowest roll on the die is always 1, highest roll varies by class, add low + high then divide by 2, round up, add CON mod, multiply by level. Raise it or lower it a bit depending on whether he is supposed to be tough or easy. Example for a tough fighter NPC: 1 + 10 / 2 = 6 (rounded up) +4 (CON mod) = 10 x15 (he's 15th level) = 150 HP, bumped up to 165 just to make him a bit tougher.</p><p></p><p>All this takes way longer to read than it takes to do. That same fighter has +25/+20/+15 to hit and does 1d8 + 10 damage with a crit on 17-20/x2.</p><p></p><p>I came up with that in less time than it took to type it.</p><p></p><p>That's the end of my stat-block for the NPC.</p><p></p><p>Sometimes I don't even do that much.</p><p></p><p>Now I give him some magic items. You already mentioned it in your post: you want to supply the group with items they need to survive encounters at even higher level. But this NPC probably has way too many magic items, and you don't want to turn this into Christmas morning for the groiup, so duplicate some stuff they already have. The PC fighter has +4 full plate? Great, so this NPC has +4 Half Plate. Probably by now everyone PC has rings of protection, so give one to this guy that is equal to the weak one in your PC group (or maybe a point better so that PC can trade up). Give him an expensive but practically worthless item (say maybe he has a backup weapon, a +2 vermin bane shortsword - fairly expensive, but nobody in the group will equip it, though one of the PCs might make it his own backup weapon in case they ever run into a really nasty bug or rat). Make sure to give him something that the PCs will actually be happy to find. </p><p></p><p>Don't forget to put that treasure map into his inventory.</p><p></p><p>So what if the items don't add up to the actual AC or +hit or damage status you gave the guy? Nobody but you will ever know.</p><p></p><p>So now you NPC looks like an item list with a couple numbers (HP, AC, attacks) and nothing else.</p><p></p><p>Need him to sneak around? You don't need a Move Silently skill all calculated out. Just roll a d20 and add some number to it (he's a fighter, not sneaky, so don't add much, but if had been a rogue, add a lot - you probably have a good idea about how much your PC's rogue has in this skill).</p><p></p><p>Need him to Spot? Listen? etc.? No problem, Just make it up.</p><p></p><p><em>Here's the key. This is important: You're not just a DM. You're a story teller. You think JRR Tolkein had stats for orcs, trolls, oliphants, Saruman, rign wraiths, etc.? Nope, he told a story. The outcome was what he wanted, and he told a story to achieve that outcome.</em></p><p><em></em></p><p><em>You can do this with NPCs too. During the fight, roll some dice, but make up numbers. Do you want this to be a close fight? Then make up high hit rolls and saving throws. Want it to be an easy fight? Make up lower numbers.</em></p><p></p><p>Heck, you don't even need HP. You decide when the fight is over. If it's supposed to be a touch and go close fight, then the NPC doesn't keel over until your players are starting to panic and worry that they are about to die. </p><p></p><p>Just be careful doing this. Too often, and the Players will figure it out, and then they will feel like you robbed them of the game element. And if you overdo it, if your bad guys make every save and never miss any attacks, then the Players will think you're cheating.</p><p></p><p>Just don't let the players know you're up to this trick. </p><p></p><p>As long as you're subtle, your NPC creation will take less than 5 minutes (most of that is the inventory) and you're players will love you for it because the combat will be much more interesting than what boring old die rolls are likely to produce.</p><p></p><p>So give it a try. </p><p></p><p>I recommend making the NPC the old fashioned way. Have a stat block. Then try not to use it during the fight. Make a point of ignoring the stat block, then check it after the fight and see how you did. Pretty soon you'll have a good feel for this, and won't even need the stat blocks anymore.</p></blockquote><p></p>
[QUOTE="DM_Blake, post: 3928402, member: 57267"] Here's a tip that works great for me. Sometimes, when an NPC is just there as a combat plot device, don't stat him at all. Even if you know he's a bad guy that the players must fight, kill, and find the treasure map in his backpack, you still don't need to stat him. If your group is 15th level, and they have roughly a +24 to hit (the fighters, at least), then give your NPC +24 to hit as well. Or don''t even write it down. AC? Well, is he a fighter? A rogue? A mage? What AC does your player with the same or similar class have? Give your NPC the same or similar AC. Same for HP. This one's easy. Class average: lowest roll on the die is always 1, highest roll varies by class, add low + high then divide by 2, round up, add CON mod, multiply by level. Raise it or lower it a bit depending on whether he is supposed to be tough or easy. Example for a tough fighter NPC: 1 + 10 / 2 = 6 (rounded up) +4 (CON mod) = 10 x15 (he's 15th level) = 150 HP, bumped up to 165 just to make him a bit tougher. All this takes way longer to read than it takes to do. That same fighter has +25/+20/+15 to hit and does 1d8 + 10 damage with a crit on 17-20/x2. I came up with that in less time than it took to type it. That's the end of my stat-block for the NPC. Sometimes I don't even do that much. Now I give him some magic items. You already mentioned it in your post: you want to supply the group with items they need to survive encounters at even higher level. But this NPC probably has way too many magic items, and you don't want to turn this into Christmas morning for the groiup, so duplicate some stuff they already have. The PC fighter has +4 full plate? Great, so this NPC has +4 Half Plate. Probably by now everyone PC has rings of protection, so give one to this guy that is equal to the weak one in your PC group (or maybe a point better so that PC can trade up). Give him an expensive but practically worthless item (say maybe he has a backup weapon, a +2 vermin bane shortsword - fairly expensive, but nobody in the group will equip it, though one of the PCs might make it his own backup weapon in case they ever run into a really nasty bug or rat). Make sure to give him something that the PCs will actually be happy to find. Don't forget to put that treasure map into his inventory. So what if the items don't add up to the actual AC or +hit or damage status you gave the guy? Nobody but you will ever know. So now you NPC looks like an item list with a couple numbers (HP, AC, attacks) and nothing else. Need him to sneak around? You don't need a Move Silently skill all calculated out. Just roll a d20 and add some number to it (he's a fighter, not sneaky, so don't add much, but if had been a rogue, add a lot - you probably have a good idea about how much your PC's rogue has in this skill). Need him to Spot? Listen? etc.? No problem, Just make it up. [I]Here's the key. This is important: You're not just a DM. You're a story teller. You think JRR Tolkein had stats for orcs, trolls, oliphants, Saruman, rign wraiths, etc.? Nope, he told a story. The outcome was what he wanted, and he told a story to achieve that outcome. You can do this with NPCs too. During the fight, roll some dice, but make up numbers. Do you want this to be a close fight? Then make up high hit rolls and saving throws. Want it to be an easy fight? Make up lower numbers.[/I] Heck, you don't even need HP. You decide when the fight is over. If it's supposed to be a touch and go close fight, then the NPC doesn't keel over until your players are starting to panic and worry that they are about to die. Just be careful doing this. Too often, and the Players will figure it out, and then they will feel like you robbed them of the game element. And if you overdo it, if your bad guys make every save and never miss any attacks, then the Players will think you're cheating. Just don't let the players know you're up to this trick. As long as you're subtle, your NPC creation will take less than 5 minutes (most of that is the inventory) and you're players will love you for it because the combat will be much more interesting than what boring old die rolls are likely to produce. So give it a try. I recommend making the NPC the old fashioned way. Have a stat block. Then try not to use it during the fight. Make a point of ignoring the stat block, then check it after the fight and see how you did. Pretty soon you'll have a good feel for this, and won't even need the stat blocks anymore. [/QUOTE]
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