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Do NPCs have to follow the rules?
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<blockquote data-quote="Henry" data-source="post: 201226" data-attributes="member: 158"><p>I think the original point (correct me if I'm wrong) is this: How loosely can a DM stat NPC's, and not affect game happiness?</p><p></p><p>Answer: quite darned loose.</p><p></p><p>As long as the stats are believeable, then there should be no worry. As a DM, I'm not statting out evil temple guard #15's skill focus (basketweaving) and 4 ranks of Basketweaving just so a player can run him through 4 minutes later. However, it is inherently unfair to stat out an NPC optimized for whatever job it is he or she is doing. No one in life is prefectly suited to every situation they face: it's called being imperfect.</p><p></p><p>If I need an impromptu monster, guard, priest, or whatever, I do the following:</p><p></p><p>1) Determine classes, levels, and alignment. Once I know these things, most of my work is done.</p><p></p><p>2) If any skills come into play, I determine if it is a skill they would be using daily in their job/lives. If it is, then I assume it is a bonus to the die roll equal to their character level. If they are supposed to be REALLY good at it (best in their temple/dungeon/city/whatever), I max it out, and assume it is attached to an exceptional ability score (usually +2).</p><p></p><p>3) Their to hit/base damage is easy to attain from character levels and what their weapon is. Init is unmodified unless they are known for their speed. If they are, I give them a +2 to +4 to init. Otherwise, I don't modify it.</p><p></p><p>4) Any other stats will not matter, unless the players make it an issue. If they do, I note anything special they learned about the guy, I jot this down quickly either then or after the game, so I can be consistent. I assume that fully 1/3 of their other skills and feats are allocated to non-combat and non-game-important purposes, such as hobbies, sideline professions, etc. When would it EVER become important to know that one of the evil temple guards practices gardening of narcotics on the side - unless the PC's decide to go searching into his private affairs. THEN I start pulling from that 33% pool of skills and feats I left intentionally blank for this purpose. What's worse - statting him out to be an ultimate combat machine, with no external interests, or deciding on the fly if the players have an ingenious plan that included something, that the plan has merit? Piratecat's rule one violation - my Players give me good ideas all the time, both for and against them...</p><p></p><p>90% of NPC's do not make it any further than this stage. If they do, they deserve 5 minutes of time and an actual write-up.</p><p></p><p>One more thing - I have NEVER quick-statted a 20th level Wizard. That's kind of like quick-statting the Domains of the deities in your campaign - they are a little TOO important for that level of superficiality.</p></blockquote><p></p>
[QUOTE="Henry, post: 201226, member: 158"] I think the original point (correct me if I'm wrong) is this: How loosely can a DM stat NPC's, and not affect game happiness? Answer: quite darned loose. As long as the stats are believeable, then there should be no worry. As a DM, I'm not statting out evil temple guard #15's skill focus (basketweaving) and 4 ranks of Basketweaving just so a player can run him through 4 minutes later. However, it is inherently unfair to stat out an NPC optimized for whatever job it is he or she is doing. No one in life is prefectly suited to every situation they face: it's called being imperfect. If I need an impromptu monster, guard, priest, or whatever, I do the following: 1) Determine classes, levels, and alignment. Once I know these things, most of my work is done. 2) If any skills come into play, I determine if it is a skill they would be using daily in their job/lives. If it is, then I assume it is a bonus to the die roll equal to their character level. If they are supposed to be REALLY good at it (best in their temple/dungeon/city/whatever), I max it out, and assume it is attached to an exceptional ability score (usually +2). 3) Their to hit/base damage is easy to attain from character levels and what their weapon is. Init is unmodified unless they are known for their speed. If they are, I give them a +2 to +4 to init. Otherwise, I don't modify it. 4) Any other stats will not matter, unless the players make it an issue. If they do, I note anything special they learned about the guy, I jot this down quickly either then or after the game, so I can be consistent. I assume that fully 1/3 of their other skills and feats are allocated to non-combat and non-game-important purposes, such as hobbies, sideline professions, etc. When would it EVER become important to know that one of the evil temple guards practices gardening of narcotics on the side - unless the PC's decide to go searching into his private affairs. THEN I start pulling from that 33% pool of skills and feats I left intentionally blank for this purpose. What's worse - statting him out to be an ultimate combat machine, with no external interests, or deciding on the fly if the players have an ingenious plan that included something, that the plan has merit? Piratecat's rule one violation - my Players give me good ideas all the time, both for and against them... 90% of NPC's do not make it any further than this stage. If they do, they deserve 5 minutes of time and an actual write-up. One more thing - I have NEVER quick-statted a 20th level Wizard. That's kind of like quick-statting the Domains of the deities in your campaign - they are a little TOO important for that level of superficiality. [/QUOTE]
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