Just remember, I don't think fudging is a dirty word.![]()
I pulled stuff from everywhere. The Bestiary. The Advanced GM Guide. The NPC guide. The Pathfinder Rival Guide. Dungeon and Dragon magazine. Old PC character sheets.
Oh, I tweaked some of the numbers. Changed weapon and armor proficiencies, tacked on an extra feat here or there. But really I felt no compulsion to be 100% accurate down to every BAB, skill, and bonus.
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That's definitely the right approach to games like 3e that have complex character build rules that are the same for PCs and NPCs. It's the way I handled NPCs when I was running Mutants & Masterminds, which is derived from the 3e rules. For some sessions, I was creating 30 or more supervillains. There's no way I could've done that if they had the same amount of stats as the PCs.Rules are for players.
A possible solution just occurred to me. How about, instead of a detailed spell list, an NPC caster has a percentage chance to have the right spell to handle any given situation? For some NPCs this might be 99%, or even 100%. For others it could be 50% or lower.I also realized that every time I encountered a magic user, he had just the right spell prepared to counter any of our attacks. I am sure most DMs do this. They don't prepare spell lists because it is a pain in the butt. So they use spells that seem appropriate for the situation. I can't stand that as a player. I would love to spontaneously cast any spell from the PHB as I need it. Oh, this NPC has resistance to fire? Ok, I will cast only cold spells. I was bull rushed off a bridge? No worries, I'll just use Feather Fall even though I would have had no reason to prepare it for the day. No spell slot goes to waste when a DM spontaneously casts NPC spells! But mine sure do.
I think it depends on whether the NPC's stats ever become 'solid'.winging =/= fudging.