Empirate
First Post
The very special NPCs I build from the ground up, using the same point buy method for ability scores that the PCs get. Keeps things fair, although my optimization knowledge goes a few levels deeper than that of my players. I usually use that knowledge to make the NPC interesting, not overpowering, though.
For example, the mass murderer/contract killer they repeatedly ran into always seemed to have superior knowledge of where they were, what they had been up to etc. That was because he wasn't just a regular Ranger, but a Wildshape variant Ranger, who had been keeping tabs in various aviary forms. His wildshape ability meant he could dump his physical scores (he was of old age besides), improving his social, knowledge etc. skills. He also made massive use of poison with the appropriate feats etc. Rangers, usually not terrifying, and poison, usually just annoying, thus mixed to make for a memorable, challenging NPC antagonist.
For run-off-the-mill opponents, I usually take the numbers straight from the MM, or for NPCs, I make stats ad-hoc. For example, I might decide that these are really pathetic goons they're fighting, human Warriors 1 with Str 12 and no armor or weapons besides clubs. HP I'll just set to 5, and that's all the stats I'll probably need: minions, one-hit-kills, essentially. Or in another case, there might be an enemy Druid 6 lurking somewhere, whose only job is to throw around a Sudden Maximized Call Lightning on a stormy day. Since that NPC's best attacking options will likely be to summon forth lightning with every standard action he gets, I only need to know that, and that he will wildshape into Desmodu Hunting Bat form once discovered and attempt to fly away.
Thus most of the time I don't need very many stats at all. I'm familiar enough with the game to feel comfortable assigning stats ad hoc in the middle of things. Important antagonists I like to build from the ground up, on the other hand. Rolling though? Never enters into it, too much hassle, and in the end, you might be stuck with a result that doesn't represent what you want.
DMs want control. Rolling is giving away that control. Not good.
For example, the mass murderer/contract killer they repeatedly ran into always seemed to have superior knowledge of where they were, what they had been up to etc. That was because he wasn't just a regular Ranger, but a Wildshape variant Ranger, who had been keeping tabs in various aviary forms. His wildshape ability meant he could dump his physical scores (he was of old age besides), improving his social, knowledge etc. skills. He also made massive use of poison with the appropriate feats etc. Rangers, usually not terrifying, and poison, usually just annoying, thus mixed to make for a memorable, challenging NPC antagonist.
For run-off-the-mill opponents, I usually take the numbers straight from the MM, or for NPCs, I make stats ad-hoc. For example, I might decide that these are really pathetic goons they're fighting, human Warriors 1 with Str 12 and no armor or weapons besides clubs. HP I'll just set to 5, and that's all the stats I'll probably need: minions, one-hit-kills, essentially. Or in another case, there might be an enemy Druid 6 lurking somewhere, whose only job is to throw around a Sudden Maximized Call Lightning on a stormy day. Since that NPC's best attacking options will likely be to summon forth lightning with every standard action he gets, I only need to know that, and that he will wildshape into Desmodu Hunting Bat form once discovered and attempt to fly away.
Thus most of the time I don't need very many stats at all. I'm familiar enough with the game to feel comfortable assigning stats ad hoc in the middle of things. Important antagonists I like to build from the ground up, on the other hand. Rolling though? Never enters into it, too much hassle, and in the end, you might be stuck with a result that doesn't represent what you want.
DMs want control. Rolling is giving away that control. Not good.