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Ad-Hoc Skill Check Modifiers for NPCs
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<blockquote data-quote="Matthias" data-source="post: 2080568" data-attributes="member: 3625"><p>AD HOC SKILL CHECK MODIFIERS FOR NPCs</p><p>(older version orig. posted in r.g.f.d)</p><p></p><p>I have encountered a few situations as DM where the player characters have</p><p>decided to check out the local shops. By necessity they invoke several opposed</p><p>rolls from these NPCs which did not exist moments before. I have been hoping to</p><p>be able to guesstimate the skill check modifiers for these NPCs, however, rather</p><p>than come up with abstract DC's from the general table of DC's listed in the PHB</p><p>or DMG.</p><p></p><p>I have been working on skill check modifier tables that would take into account</p><p>the NPC's probable character level, their class, whether they are using a class</p><p>or cross-class skill, and chances of how specialized they have become in that</p><p>particular skill.</p><p></p><p>For purposes of this system, I have limited NPCs to being either 1st, 5th, 9th,</p><p>13th, or 17th level. These particular levels give you a max.-ranks-value which</p><p>is evenly divisible by 4. So a character that gains 2 SP/level (ignoring Int-mod</p><p>& racial bonus SP) will get (character level + 3) x 2 SP (referred to the</p><p>character's base SP total).</p><p></p><p>Let's say that a character's skills can be classified by priority, where the</p><p>priority determins the number of SP a given skill has. Let us also say that</p><p>given 3 priority levels (low, medium, and high), they are proportional as</p><p>follows: 1<img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" />4. Thus low-priority skills will have N SP, med-priority skills 2xN</p><p>SP, and high-priority skills 4xN SP. (I talk about SP only, not actual ranks,</p><p>because some characters of a given class such as Fighter may consider</p><p>cross-class skills to be important enough to gain SP in, such as Tumble. In such</p><p>cases the actual no. of ranks would be 1/2 the SP put into them, but the</p><p>proportion of assigned SP to the max ranks of the skill will usually remain the</p><p>same as for class skills, excluding multiclass characters.)</p><p></p><p>Now limiting NPCs to the specific levels given above, lets us deal with base SP</p><p>that exist in multiples of 8. This lets us divide the base SP for a given</p><p>character into 8 packets of SP to assign to different skills regardless of</p><p>character level, where each packet has 1/4th the character's max ranks in SP (or</p><p>1/8th of their base SP). So a Ftr13 will have 32 base SP, and will have 8</p><p>packets of 4 SP to distribute among any skills that would be important to him. </p><p></p><p>A high priority skill would get 4 packets, making that particular skill maxed</p><p>out. A medium priority skill would get 2 packets, and a low priority skill would</p><p>get 1 packet. After this point, any skill points gained from a positive Int</p><p>modifier ((CL+3) x Int mod) or from being human (CL+3) would be assigned where</p><p>desired, presumably with the NPC's profession or specialty in mind.</p><p></p><p>NPC getting 2 SP/level will have anywhere from 2 to 8 skills with SP assigned</p><p>them (not counting the extra skills getting SP gained from high Int or racial</p><p>SP). Classes giving 4, 6, or 8 SP/level will of course have 4 to 16, 6 to 24, or</p><p>8 to 24 skills with SP.</p><p></p><p>Now there are different permutations for low, medium, and high-priority skills</p><p>based on this system.</p><p></p><p>L: low-priority skills (MR/4 SP each)</p><p>M: medium-priority skills (MR/2 SP each)</p><p>H: high priority skills (MR SP each)</p><p></p><p>With classes getting 2 SP/level, there are 9 permutations of priority:</p><p>L/M/H (number in each priority)</p><p>8/-/- (8 total)</p><p>6/1/- (7 total)</p><p>4/2/- (6 total)</p><p>4/-/1 (5 total)</p><p>2/3/- (5 total)</p><p>2/1/1 (4 total)</p><p>-/4/- (4 total)</p><p>-/2/1 (3 total)</p><p>-/-/2 (2 total)</p><p></p><p>With classes getting 4 SP/level, there are 25 permutations:</p><p>L/M/H</p><p>16/-/- (16 total)</p><p>14/1/- (15 total)</p><p>12/2/- (14 total)</p><p>12/-/1 (13 total)</p><p>10/3/- (13 total)</p><p>10/1/1 (12 total)</p><p>8/4/- (12 total)</p><p>8/2/1 (11 total)</p><p>8/-/2 (10 total)</p><p>6/5/- (11 total)</p><p>6/3/1 (10 total)</p><p>6/1/2 (9 total)</p><p>4/6/- (10 total)</p><p>4/4/1 (9 total)</p><p>4/2/2 (8 total)</p><p>4/-/3 (7 total)</p><p>2/7/- (9 total)</p><p>2/5/1 (8 total)</p><p>2/3/2 (7 total)</p><p>2/1/3 (6 total)</p><p>-/8/- (8 total)</p><p>-/6/1 (7 total)</p><p>-/4/2 (6 total)</p><p>-/2/3 (5 total)</p><p>-/-/4 (4 total)</p><p></p><p>With classes receiving 6 and 8 SP/level, there are many more permutations (I'm</p><p>guessing 49 and 81, respectively). One might consider having an even number of</p><p>skills of each priority level, which would pare down the number of permutations</p><p>for 2-SP/level classes to 5 and the number of permutations for 4-SP/level</p><p>classes to (apparently) 11.</p><p></p><p></p><p>At this point, you have a system that could be used to generate skill sets for</p><p>NPCs a little more quickly than it would take to generate a player character</p><p>with totally customized skill ranks. Assuming you fleshed out a set of tables</p><p>with the calculated number of SP per packet a given class would receive at a</p><p>given level, and you would have all the info you'd need to assign SP on the fly</p><p>for a new NPC.</p><p></p><p>IMO the above system is a bit more flexible than what the MM suggests about</p><p>assigning SP to new monsters, which is what this system is partially based on.</p><p>(That is, assign (HD+3) SP to a number of skills for the monster according to</p><p>how many skill points per level they receive by creature type.)</p><p></p><p>However, what I am really looking for is a set of tables that could abstract the</p><p>process still further. By limiting the SP assignment process, we might be able</p><p>to increase the level of abstraction more easily.</p><p></p><p>So far I have had some success, but these tables basically depend on a few key</p><p>questions I am having trouble determining:</p><p></p><p>What are the odds that a character of a given class & level would have put at</p><p>least one SP into a given skill if it is a class skill?</p><p></p><p>What are the odds that a character of a given class & level would have put at</p><p>least one SP into a given skill if it is a cross-class skill?</p><p></p><p>Once we know whether a character has put SP into a skill, what are the odds the</p><p>character made it a low-priority, medium-priority, or high priority skill?</p><p></p><p>After that, once we know the class, level, whether the skill gained any SP, and</p><p>what priority the skill was given, we can determine exactly how many SP (and</p><p>ranks) the NPC would have, and therefore present the player character with a</p><p>somewhat realistic opposed roll.</p><p></p><p>Opinions? Suggestions? Advice?</p></blockquote><p></p>
[QUOTE="Matthias, post: 2080568, member: 3625"] AD HOC SKILL CHECK MODIFIERS FOR NPCs (older version orig. posted in r.g.f.d) I have encountered a few situations as DM where the player characters have decided to check out the local shops. By necessity they invoke several opposed rolls from these NPCs which did not exist moments before. I have been hoping to be able to guesstimate the skill check modifiers for these NPCs, however, rather than come up with abstract DC's from the general table of DC's listed in the PHB or DMG. I have been working on skill check modifier tables that would take into account the NPC's probable character level, their class, whether they are using a class or cross-class skill, and chances of how specialized they have become in that particular skill. For purposes of this system, I have limited NPCs to being either 1st, 5th, 9th, 13th, or 17th level. These particular levels give you a max.-ranks-value which is evenly divisible by 4. So a character that gains 2 SP/level (ignoring Int-mod & racial bonus SP) will get (character level + 3) x 2 SP (referred to the character's base SP total). Let's say that a character's skills can be classified by priority, where the priority determins the number of SP a given skill has. Let us also say that given 3 priority levels (low, medium, and high), they are proportional as follows: 1:2:4. Thus low-priority skills will have N SP, med-priority skills 2xN SP, and high-priority skills 4xN SP. (I talk about SP only, not actual ranks, because some characters of a given class such as Fighter may consider cross-class skills to be important enough to gain SP in, such as Tumble. In such cases the actual no. of ranks would be 1/2 the SP put into them, but the proportion of assigned SP to the max ranks of the skill will usually remain the same as for class skills, excluding multiclass characters.) Now limiting NPCs to the specific levels given above, lets us deal with base SP that exist in multiples of 8. This lets us divide the base SP for a given character into 8 packets of SP to assign to different skills regardless of character level, where each packet has 1/4th the character's max ranks in SP (or 1/8th of their base SP). So a Ftr13 will have 32 base SP, and will have 8 packets of 4 SP to distribute among any skills that would be important to him. A high priority skill would get 4 packets, making that particular skill maxed out. A medium priority skill would get 2 packets, and a low priority skill would get 1 packet. After this point, any skill points gained from a positive Int modifier ((CL+3) x Int mod) or from being human (CL+3) would be assigned where desired, presumably with the NPC's profession or specialty in mind. NPC getting 2 SP/level will have anywhere from 2 to 8 skills with SP assigned them (not counting the extra skills getting SP gained from high Int or racial SP). Classes giving 4, 6, or 8 SP/level will of course have 4 to 16, 6 to 24, or 8 to 24 skills with SP. Now there are different permutations for low, medium, and high-priority skills based on this system. L: low-priority skills (MR/4 SP each) M: medium-priority skills (MR/2 SP each) H: high priority skills (MR SP each) With classes getting 2 SP/level, there are 9 permutations of priority: L/M/H (number in each priority) 8/-/- (8 total) 6/1/- (7 total) 4/2/- (6 total) 4/-/1 (5 total) 2/3/- (5 total) 2/1/1 (4 total) -/4/- (4 total) -/2/1 (3 total) -/-/2 (2 total) With classes getting 4 SP/level, there are 25 permutations: L/M/H 16/-/- (16 total) 14/1/- (15 total) 12/2/- (14 total) 12/-/1 (13 total) 10/3/- (13 total) 10/1/1 (12 total) 8/4/- (12 total) 8/2/1 (11 total) 8/-/2 (10 total) 6/5/- (11 total) 6/3/1 (10 total) 6/1/2 (9 total) 4/6/- (10 total) 4/4/1 (9 total) 4/2/2 (8 total) 4/-/3 (7 total) 2/7/- (9 total) 2/5/1 (8 total) 2/3/2 (7 total) 2/1/3 (6 total) -/8/- (8 total) -/6/1 (7 total) -/4/2 (6 total) -/2/3 (5 total) -/-/4 (4 total) With classes receiving 6 and 8 SP/level, there are many more permutations (I'm guessing 49 and 81, respectively). One might consider having an even number of skills of each priority level, which would pare down the number of permutations for 2-SP/level classes to 5 and the number of permutations for 4-SP/level classes to (apparently) 11. At this point, you have a system that could be used to generate skill sets for NPCs a little more quickly than it would take to generate a player character with totally customized skill ranks. Assuming you fleshed out a set of tables with the calculated number of SP per packet a given class would receive at a given level, and you would have all the info you'd need to assign SP on the fly for a new NPC. IMO the above system is a bit more flexible than what the MM suggests about assigning SP to new monsters, which is what this system is partially based on. (That is, assign (HD+3) SP to a number of skills for the monster according to how many skill points per level they receive by creature type.) However, what I am really looking for is a set of tables that could abstract the process still further. By limiting the SP assignment process, we might be able to increase the level of abstraction more easily. So far I have had some success, but these tables basically depend on a few key questions I am having trouble determining: What are the odds that a character of a given class & level would have put at least one SP into a given skill if it is a class skill? What are the odds that a character of a given class & level would have put at least one SP into a given skill if it is a cross-class skill? Once we know whether a character has put SP into a skill, what are the odds the character made it a low-priority, medium-priority, or high priority skill? After that, once we know the class, level, whether the skill gained any SP, and what priority the skill was given, we can determine exactly how many SP (and ranks) the NPC would have, and therefore present the player character with a somewhat realistic opposed roll. Opinions? Suggestions? Advice? [/QUOTE]
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