Do NPCs have to follow the rules?

In most cases, NPCs should follow the rules.

The rules essentially provide the framework that the players use to understand the world. If NPCs don't follow the rules, then the players lack the basis for making informed decisions. People then stop thinking as hard, and their decisions and plans aren't as important because they don't have the information to make informed decisions. Trying to come up with an attack strategy or counter strategy would like trying to build on sand or mud. For example, players might notice that the guard in the first post appears relatively weak (2nd or 3rd level), but has a really high spot. To get a high spot that fast, they might assume that he has high wisdom - there by discouraging attempts to charm or sleep the guards (and why do all the guards have a higher starting wisdom than the cleric) - or some skill boosting feats, which reduces his potential fighting ability since he has alertness instead of weapon focus. Maybe both. Of course, since you winged everything, both those reasonable deductions could be false.


Also, not following the rules tends to lead to incompleteness. Take the AC 20, +5 attack, 20 HP, +10 spot guards mentioned earlier. No saving throw numbers, no information about flat footed or touch AC, etc. Where does his attack bonus come from? If he's disarmed and has to pull some random junk, what is new bonus? Without knowing if he has a masterwork weapon or weapon focus, you can't immediately tell what the attack bonus is. Does he die if hit with a 2 level enervation ray? I'm sure you get the idea. Yes, you could just make that stuff up in the game, but A) you're less likely to come up with a reasonable or fair number and B) it will take some time to make up a new number. "Oops, I didn't expect him to be disarmed. He'll have to use his dagger. Well, the Montarionan guards are mostly known for their use of polearms. Therefore, I guess a +3 is fair. (Of course, a 2 point difference in attack will require some kind of bonus on the polearm like masterworking, or a cursed/junky dagger. Players might start wondering where the extra +1 is coming from.) On the other hand, a fully statted guy will probably have an attack bonus listed for all his weapons, or the generic melee attack bonus. Considering how often people wonder how to speed fights up, I think it's important to put the work in ahead of time, to save time during the game.

Of course, things like new spells, new prestige classes, new monsters, templates, magic items, etc can all seem to break the rules. And players can still figure things out: the first time they come across a purple robed representative of the Flying Purple Fists Order, they'll be suprised. But others that they fight later will show the same or similar (higher level abilities of the PrC) tricks, so they can learn to fight them. Or, after they defeat the evil wizard, they learn his cool custom spell. Wishes and such provide other ways of pseudo rules bending.
 

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Of course, you CAN put the work in ahead of time - no one is saying you couldn't - but the point to be made here is that light-statted NPC's can be done, with no harm to your game, if you run short on time or have other constraints. But a lot of people get really tired of fully statting out all NPC's, thinking they will ruin their game balance if they don't. It is simply not true. I will disagree with the statement that the game is perfectly balanced around optimized characters; a person can be un-optimized and still viable. You just need to know the most important stats to give them the semblance of "life": unless the players in question are so anal-retentive that they care more about stats than cameraderie and a fun game, then no one will notice small discrepancies, like why the guard didn't take weapon focus and point-blank shot, and precise shot to negate a -4 penalty.

I don't need to know that Kobolds have a +2 in trapmaking just to know that they are good with making traps. I also don't need to know that all mercenaries have bookkeeping skill in order to use them in a mass battle. Heck, most of the time I don't even need their STATS if they never come within 500 yards of the PC's! :)

Alcamtar, glad you like the system. It came after much realization that I was making things way too hard on myself for players that just wanted good story, a fun time with friends, and one good crit with a weapon of choice to cap off the weekend! :D
 

Making up mundane NPCs isn't terribly difficult, but I think it would be easier if we made a few tweaks to the system.

As it stands, each level is always worth a Hit Die, so adding or subtracting levels has a profound affect on the combat-effectiveness of a character. If you want to tack on a few more skills, a level or two of Expert might make some sense -- but that also means two more Hit Dice. That can be quite a few extra Hit Points for a first- or second-level NPC, and quite a big unintended side effect for the DM to deal with.

Further, having first level as a lower limit -- even though it gets four levels' worth of skill points -- causes problems when you want someone who's either not-quite-adult or just a dabbler in a few different areas. The 0-level apprentice rules help in the second case, but they're still a bit of a kludge.
 

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