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Are NPCs supposed to be fragile?

SabreCat

First Post
I'm making some NPCs using the guidelines in the DMG p. 186-188, and I notice that they have a chunk fewer hit points than equivalent monsters of their level and role. A level 2 Rogue NPC with 12 Constitution gets (8 * 2) + 12 HP; that's 28. If I were to build this opponent as a straight-up Skirmisher monster, though, he'd get 8 + 12 + (8 * 2), 36 HP. Is that right?

I guess this is meant to balance out the fact that they get to use a Second Wind, but it seems all the more likely they'll just get pasted before they can use it. ^.^;
 

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It seems unlikely that it's intentional, since they say that an NPC's hit points must be close to that of a monster. For an 10th level NPC, an 8 point difference is close. For a 2nd level one it isn't. As with creating monsters, always look at the final result and make sure it fits in with other similar creatures of that level.
 

The NPC encounter and daily abilities tend to be more powerful.

But I don't think the NPCs are always balanced. NPC clerics are downright scary when they're backing up the right/wrong type of monster.

But don't NPCs get one extra set of hp? I thought they got (level [+1] * 8) + Con score.
 



Only if they're dwarves. Other NPCs frequently don't get a chance to use second wind, because giving up the standard action is likely to mean they take more damage than they heal and don't get to dish out any in return.
 

Aw I don't know, getting +2 to defences can make using second wind a good choice, especially as the rest of the team picks up the offensive slack.

I'd have a bit of faith that the designers have balanced things right. The npc rogue packs a lot of powers in their stat block compared to many other skirmishers.
 

Adding Templates makes them scary

I'm making some NPCs using the guidelines in the DMG p. 186-188, and I notice that they have a chunk fewer hit points than equivalent monsters of their level and role. A level 2 Rogue NPC with 12 Constitution gets (8 * 2) + 12 HP; that's 28. If I were to build this opponent as a straight-up Skirmisher monster, though, he'd get 8 + 12 + (8 * 2), 36 HP. Is that right?

I guess this is meant to balance out the fact that they get to use a Second Wind, but it seems all the more likely they'll just get pasted before they can use it. ^.^;

Start stacking a few templates on top of the NPC (as in the DMG) and watch how scary they get.

I created Telamont the High Prince of Shades the other day (31st level Wizard NPC + Shade Template + Demagogue). He is downright nasty. Sure he does not have as many hit points for his level, but he has a lot of panic buttons (Mordenkainen's Mansion: standard = create, move = move into the mansion, minor = close the door, no one gets in and you can start your rituals with the 8 hours that the Mansion gives you).
 

Start stacking a few templates on top of the NPC (as in the DMG) and watch how scary they get.

I created Telamont the High Prince of Shades the other day (31st level Wizard NPC + Shade Template + Demagogue). He is downright nasty. Sure he does not have as many hit points for his level, but he has a lot of panic buttons (Mordenkainen's Mansion: standard = create, move = move into the mansion, minor = close the door, no one gets in and you can start your rituals with the 8 hours that the Mansion gives you).

Well, he should be scary! By adding two templates to him, you're following the rules for making him a Solo creature.
 

Both the rules for NPCs and the rules for templates give their subjects X per level + Con score rather than X per (level +1) + Con score, but pregenerated material (in mods, etc.) reveals this to be in error. Give them level+1 like every other monster and you're good to go.
 

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