Generic NPC stats

Jürgen Hubert said:
Well, I think it would probably be too much effort to give all these their individual stat blocks. What I'm thinking of is presenting a basic template for various levels of proficiency (apprentice/journeyman/master) and for both artisans whose primary skill is a Craft skill (and thus Int-based), and for those whose primary skill is a Profession skill (and thus Wis-based), and then providing notes on what the individual skills are for the various professions...

Besides, how often do you need detailed stats for what are essentially noncombatants?

Yep I'd be happy with Apprentice/Journeyman/Master breakdown.

I started with Blacksmith because I say blacksmiths as probably being combat-able, also Master Fishermen etc should imho be able to deal with Sharks and sea serpents.
 

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Mark Plemmons said:
Generic NPCs are always a good thing. For example, in Goods and Gear: the Ultimate Adventurer's Guide (Chapter 10: Personal Goods and Services), we made few dozen NPCs and categorized them for each of the following professions (a City Guide and a Messenger are both a "Profession C" NPC). You may want to consider something similar.

(long list snipped)

Probably not quite the level of detail I'm planning to do (and I don't want to be in direct competition with your product, either), but I'll keep it in mind... ;)
 

Christopher Lambert said:
Feats such as Two-Weapon Defense :)

I've decided to follow Eberron's conventions and only use the "standard arrays" for NPCs (15, 14, 13, 12, 11, 10, 8 for NPCs with player character class levels; 13, 12, 11, 10, 9, 8 for others), and the Two-Weapon Defense feat's requirement of Dex 15 makes this unlikely - only a highly specialized character would take it, and that would defeat the point of generic stat blocks. ;)

I'd like to see a bounty hunter, plus mages and high-level characters take a long time to do.

I hope to write up both mages and a bounty hunter, though truly high-level characters are highly individual and thus could hardly be called generic...

But I feel your pain - preparing adventures for high-level characters really is a lot of effort if you use opponents with lots of class levels. ;)
 
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I've added a new law enforcement NPC to the section - a "guard mage". By now it should be obvious that the "generic guards" are only able to put up with relatively harmless threats. I hope to put up stats for the "Special Branches" - units that are capable of dealing with bigger threats like dangerous monsters or high-level PCs running amok - sometime soon...
 

I've done generic Merchant & Noble stats, which can be used for lawyers, dandies, whatever also; generic Blacksmiths & other commoners frequently encountered by PCs might also work well - AC hp ATT dmg saves and (most importantly) skill bonuses; complete 'official' stat blocks I've found to be pointless, in 3e most of the listed stats have no in-game application.
 

Jurgen - I like your guard stat blocks; esp the way you use both Warrior & Fighter classes in an interesting distinction, the level spread seems right to me too though presumably 'Imperator's Bodyguard' type guards might be higher level. I already have lots of similar stat blocks so I won't personally be using them, but good stuff.
 

What I did creating generic stat blocks was make a generic noble/aristocrat at Low, Medium & High Level; a generic guard at low/medium/high, etc. So I might use the low-level aristocrat for minor gentry or the fops in the posh tavern; the medium-level for the local baron, the high-level for the prince of the nation.

I agree there's little point giving separate stat blocks for generic bakers and tailors; a generic artisan NPC with "relevant skills +X" is a lot more useful for off-the-cuff RPing, especially if low medium & high versions are given. A fully detailed, individualised baker or tailor with physical description, background, personality, quirks etc is a different kettle of fish. :)
 

S'mon said:
Jurgen - I like your guard stat blocks; esp the way you use both Warrior & Fighter classes in an interesting distinction, the level spread seems right to me too though presumably 'Imperator's Bodyguard' type guards might be higher level. I already have lots of similar stat blocks so I won't personally be using them, but good stuff.

Well, there aren't that many "empires" in the classical sense in Urbis. But there are massive cities with populations that sometimes range into the millions of people. And somehow, law enforcement has to deal with ramagning monsters and high-level spellcasters who behave in a destructive fashion. After all, if they don't deal with them, how seriously would anyone the Law?

Thus, cities would try to organize elite teams of law enforcement officials - the equivalent of modern-day SWAT teams, just with magical support and trained to deal with supernatural menaces. And that's what I plan on statting up.
 

S'mon said:
What I did creating generic stat blocks was make a generic noble/aristocrat at Low, Medium & High Level; a generic guard at low/medium/high, etc. So I might use the low-level aristocrat for minor gentry or the fops in the posh tavern; the medium-level for the local baron, the high-level for the prince of the nation.

The problem with this approach for NPCs who see heavy use in combat is that they tend to become more and more specialized as they increase in level. It's all right for lowly guards to know how to swing a sword a little and how to shoot a crossbow a little - they have to be generalists to do their job well. But for elite guards, it makes sense to specialize. For combats, it is much more effective if you have one "melee brawler" and one "sniper" who targets enemies from afar than if you have two fighters who can do a little of both - especially if you throw custom magic items into the mix...
 

Jürgen Hubert said:
But I feel your pain - preparing adventures for high-level characters really is a lot of effort if you use opponents with lots of class levels. ;)

We're working on a series of characters (equipped both as NPCs and PCs) that are statted out from level 1-20, so that you can pull just the one you need for any given encounter. The first one, a minotaur barbarian, is here - presented in character sheet format; the next preview will show the stat block card format.

So as not to threadjack, Jürgen, if you like I'll send you the Excel spreadsheet I use to generate the stats & equipment for the 1-20 progression, and if you want to have printable stat block cards and character sheets for the NPCs when you publish Urbis you could use our PDF form for that too.
 

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