The secrets of winging it

Nebulous

Legend
EricNoah said:
Of course it becomes more challenging as you go up in levels to make sure NPCs have appropriate/interesting gear, powers, spells, etc.

True. That's where treasure tables and 101 Mundane Items come in especially useful.
 

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Henry

Autoexreginated
S'mon and I cobbled together a quick & dirty NPC system a while back - tends to work for us, anyway. :) Most of the things you mentioned are in there, Eric.

It took me about 2.5 years. Here's my Quick NPC System, from an original post by Henry:
80% Accurate NPC Creation Rules

I have a system I use that works well for me, regardless of play level. It was written for classed creatures and NPCs, but works also for "unlevelled" critters - at least for me.

DISCLAIMER:

This method will not work well for Major NPCs, and Major Villains. If you want to give certain villains their utmost prowess, you may need to stat them fully. However, this will work for 80% of the “shock troops”, shop keepers, bellhops, stable boys, scullery maids, and senators and mayors your PCs will ever meet.

1. Start with Name, Alignment, Class, Level, and details. Write these down. That’s it. No need to be specific if this is an NPC they won’t be fighting.
1. If you need a specific skill - this is a skill that is actually coming into play; NPC is bargaining with PCs, NPC is repairing armour, etc, then figure if the NPC is just decent, or GOOD at that skill. If decent, assign 1 skill rank per level. If GOOD, assign skill ranks = level +3.
3. Don’t worry about attributes unless needed. If needed, figure which how many scores the NPC is GOOD at, and assign a bonus of +2 (ie a stat score of 14 or 15) for those stats. Everything else, assume average.

'Typical' 16 point buy NPC : 1 GOOD, 5 average.
'Competent' 20 point buy NPC: 2 GOOD, 4 average
'Elite' 24 point buy NPC: 3 GOOD, 3 average

Higher level NPCs may if desired be better than +2 bonus in their single best stat. Note though that a character could advance from 1st to 20th without ever increasing a stat bonus, by raising odd scores to even, so only do this if you want the NPC to stand out as remarkable or present a larger combat threat.
Assuming the stat started at 14, and points are added at 4th, 8th, 12th, 16th & 20th level, the best-possible stat bonuses are as follows:

Level 1-7: +2
Level 8-15: +3
Level 16-20: +4

The GM can assign stat-enhancing magic items to higher level NPCs if desired.

2. Don’t worry about FEATS until needed in play, combat or otherwise. Feats hide a multitude of sins. Eg if the NPC is a melee brute he probably has Power Attack. High-level Fighters have Weapon Specialisation. Archers may have Rapid Shot. Don't sweat the small stuff.

3. Hit Points.
If combat is needed, assume hit points are slightly above or below average (Level multiplied by half of hit die number; round either up or down). I usually round up for individual NPCs, for groups rounding half up & half down gives some nice variation, and helps prevent players working out exactly how many hp the enemy have!

For D&D PCs:
Hit Die CON bonus HP/level, rounded up.
d6 0 4
d6 +2 6
d8 0 5
d8 +2 7
d10 0 6
d10 +2 8
d12 +2 9

BAB is = level, 3/4ths level, or ½ level, based on class. Armour class is = armour.

4. Saving throws.
Good saves = (Level/2)+2, rounded down.
Poor save = (Level/3), rounded down.
Remember to apply the stat bonus if the save falls under a good (+2) stat score.

6. If NPC is a monster, and you EXPECT to get into combat with them, write down AC, touch AC, speed, Melee and Ranged attack, damage, and hit points. That’s it. Figure out feats and skills JUST like you do for other NPCs.

You will wind up with characters that are only 80% accurate. Will this matter? NO. But you will wind up with generic monsters and PNC's that took you all of 30 seconds to stat, that are playable, and for whom your players won’t be able to tell the difference.

Typical 'Good' (+2) stats (D&D), & Good saves:

Class / Good Stats/ Good Saves
Barbarian STR CON DEX / Fort
Bard CHA DEX INT / Ref Will
Cleric WIS CON STR / Fort Will
Druid WIS CHA DEX / Fort Will
Fighter STR CON DEX / Fort
Monk WIS DEX STR / Fort Ref Will
Paladin STR CHA WIS / Fort
Ranger DEX CON STR / Fort Ref
Rogue DEX INT STR / Ref
Sorcerer CHA DEX CON / Will
Wizard INT DEX CON / Will
Aristocrat CHA WIS STR / Will
 

Aust Diamondew

First Post
3.0 DMG for quick elite NPCs still works.
Stupid 3.5 DMG screwed up.

It usually doesn't take me long to write up a even high level NPC anyway. I could probably do a level 20 wizard in 20 minutes. His feats, spells and gear wouldn't be uberly optimized but it'd be good enough (no spell book just prepared spells).
 

Pbartender

First Post
Kid Charlemagne said:
Another key to winging it is this: Never tell your players you're making it up as you go along. They'll never know unless you tell them.

Quoted For Truth.

Another key, is to keep a small notepad handy and WRITE DOWN NOTES AS YOU MAKE STUFF UP. You must be constant, or the players will figure out your mistakes sooner or later.

For example: You're winging a combat encounter, and have no stats for the Bad Guy. The Ranger rolls a 17 to hit, and you decide he misses. Next, the Fighter rolls a 21 to hit, and you decide he hits. Write down a number for AC between 18 and 21, and stick to it.

Or, if the PCs need a break and walk into an inn, write down "The Blood & Guts Inn: Seedy tavern and inn on the outskirts of Podunk. Owned and operated by Joe Pugugly, an veteran ex-soldier who doesn't tolerate 'disturbances'. Favorite hangout of the local militia."

And so on.

In other words... Just do you your preparation as you're playing the game. :D
 

Vascant

Wanderer of the Underdark
As far as products go I use NPC Designer, duh and Encounter Designer. I also have taken tables and such from Mother of all Encounter Tables, AEG's Toolbox and Troll Lords World Builder into Table Designer. BTW all are in the same tool, just different areas have different names.

Knowing your setting is a must, been using Greyhawk for 2 decades and see no reason to change. I think more importantly is knowing what each player at your table desires or strives to have a "Fun Game". From there the rest becomes pretty easy..
 

EricNoah

Adventurer
I like to run things from a laptop as much as possible and I do tend to write session logs after play, but those of you stressing record-keeping DURING the game -- good suggestion. I am running Red hand of Doom and am finding that using my laptop to keep a combination campaign calendar/event log (a simple Excel spreadsheet) really helps me plan certain things out, and also remember important things later. Say a PC catches a disease -- I can put in my calendar that he needs to make saves on the next few days. The trick is making sure I actually use it and look at it (I'm infamous for writing a bunch of stuff up and then forgetting to look at my own notes during play, thus forgetting a key element or whathaveyou :)).

If I have 10 minutes I can come up with a very decent NPC or three with Etools assuming we're not talking super high level. And with a calculating spreadsheet, coming up with accurate spell lists is not a problem.

What I am trying to do, though, is to retrain myself ... allowing myself to say "Yes" to whatever weird things the players want to do, as opposed to saying, "I don't really have that planned, so ... nothing interesting happens." I also want to retrain my self so that I'm saying "Tell me what you want to do" instead of "Do you do this (X) or that (Y)" thereby automatically limiting their choices.

On the other hand... I've had at least one of the players essentially tell me he wants to be railroaded. He may not enjoy my experimental attempt at a free-flowing go-where-you-want campaign!
 

Pbartender said:
Another key, is to keep a small notepad handy and WRITE DOWN NOTES AS YOU MAKE STUFF UP. You must be constant, or the players will figure out your mistakes sooner or later.

Seconded. I wind up with 50% of story development being in-game simply b/c the party is prone to making a radically different decision than I planned on. Sometimes it is a stroke of genius, others madness. Notes are the only way to maintain internal consistency.

Plus, don't be afraid to have a "hit the fan" plan. Every time the party levels, I make a new set of generic, humanoid opponents that are ~3 levels higher than the PCs. At any given time I can pull out NPC baddies from 1st to level+3. Change some simple features (race, sex, age, longsword vs. rapier, etc ) and they are more than suitable for when the party fubars things.

If I decide one should be an odd humanoid race, like a CR15 troll (which I think is ECL+3) then I'll grab a CR12 NPC and add the claw attacks and fast heal. It's not exact but it is quick and I can retroactively determine the "real" CR of the encounter. .
 

EricNoah

Adventurer
kigmatzomat said:
Plus, don't be afraid to have a "hit the fan" plan. Every time the party levels, I make a new set of generic, humanoid opponents that are ~3 levels higher than the PCs. At any given time I can pull out NPC baddies from 1st to level+3. Change some simple features (race, sex, age, longsword vs. rapier, etc ) and they are more than suitable for when the party fubars things. .

Now there's a great idea. Any that don't get used can go in a file somewhere (electronic file, or sorted in folders in eTools) for future use. Would actually be a fun activity when I'm out of town and have my laptop with me -- whip up some characters for a future game. Very nice!
 

Rhun

First Post
My secret to winging it is: don't worry about getting it right. As long as things are challenging for the players, and they are having fun, you can wiong just about whatever you need to.
 

Vascant

Wanderer of the Underdark
EricNoah said:
If I have 10 minutes I can come up with a very decent NPC or three with Etools assuming we're not talking super high level. And with a calculating spreadsheet, coming up with accurate spell lists is not a problem.

Thats exactly why I use NPC Designer, instead of 10 minutes.. it takes but a moment and if you have your encounter designer setup correctly it becomes even shorter. If the PC's are out searching for bandits that have been harrassing merchant trains suddenly want to look into a rumor of a dragon's liar. Thats part of my problem though, I like detailed stat blocks even when I am winging it. Instead of retraining myself to deal with short handed information, I just created a tool to handle my quarks ;)
 

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