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How do you design NPCs?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6098904" data-attributes="member: 1165"><p>That's because you're using the wrong set of rules. If you're equating 3e and 4e NPC design, you're doing it wrong.</p><p></p><p>There's two accepted ways of designing NPCs, post DMG2/MM3.</p><p></p><p>1) Use the DMG2/MM3 rules to make a monster that is "flavored" like a class-using character. Generally, this means building the basic creature, and then adding special abilities taken from the PH1, Heroes of the Fallen Lands, or what have you.</p><p></p><p>A simple, generic fighter looks like this:</p><p></p><p></p><p>Fighter, Hammer</p><p>Level 5</p><p>Soldier</p><p>Medium natural humanoid, human</p><p>XP 200</p><p>HP 63</p><p>Bloodied 31</p><p></p><p></p><p>Initiative +5</p><p>AC 21</p><p>Fortitude 19</p><p>Reflex 16</p><p>Will 16</p><p>Perception +8</p><p>Speed 5</p><p>Traits</p><p>Defender Aura (martial) * Aura 1: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include the fighter among its targets. Marked enemies are not subject to this aura.</p><p>Standard Actions</p><p>(mb) Warhammer (weapon) * At-Will. Atk: +10 vs AC. Hit: 1d10+7 damage.</p><p>Tide of Iron (martial, weapon) * At-Will. Atk: +8 vs Fort. Hit: 1d10+7 damage, and the fighter pushes the target 1 square. The fighter can shift 1 square into the space that the target occupied.</p><p>Dizzying Blow (martial, weapon) * Recharge if the fighter misses. Atk: +8 vs Fort. Hit: 1d10+10 damage, and the target is immobilized (save ends).</p><p>Minor Actions</p><p>Glowering Threat (fear, martial) * Recharge when first bloodied. Effect: Close burst 2 (enemies in the burst). The target takes a -5 penalty to attack rolls against any creature other than the fighter until the end of the fighter's next turn.</p><p>Triggered Actions</p><p>Battle Guardian (martial) * At-Will. Trigger: An enemy subject to the fighter's defender aura either shifts or makes an attack that targets a creature other than the fighter. Atk (Opportunity Action): The fighter uses warhammer or tide of iron against the triggering creature.</p><p>Skills Athletics +11, Intimidate +7</p><p>Str 19</p><p>Dex 12</p><p>Wis 13</p><p></p><p></p><p>Con 15</p><p>Int 11</p><p>Cha 10</p><p></p><p></p><p>Alignment any</p><p>Languages Common</p><p>Equipment scale mail, heavy shield, warhammer</p><p></p><p>I don't use the Monster Builder, but you could easily use it to make such a character too. It follows the monster rules, because it's using the monster rules.</p><p></p><p>2) The companion rules. There's no good reason for that 18th-level deva psion to use any other set of rules. If I didn't have to make 7 or 8 NPCs for a session I'm running tomorrow, I'd make such a companion for you, just to show you how easy it is.</p><p></p><p>For the purpose you're describing here, you'd rather have a companion than a regular "monster" NPC. If only because anything accompanying PCs could really use healing surges.</p><p></p><p>The companion rules are in the DMG2. The math is easy, although the layout of the rules could use a little work. Still, the hardest part is just picking which abilities the character gets. For a paragon-level psion, you just pick 2 encounter or utility powers and add them to the package. Because of how psionic encounter powers work, I would have to do a little extra work to add on power points; this is an unfortunate circumstance of WotC making the psionic rules too experimental <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> If you don't like that idea, make an 18th-level deva psion monster first, and then convert it into a companion. (I can do this in one step, to save time. But I have some experience with this.) That way you can avoid power points entirely.</p><p></p><p>Companions do not have feats. They do not have magic items. They have far fewer choices than regular PCs, and that's for a reason - to save you time and complexity once play starts.</p><p></p><p>They're not as powerful as PCs. They're not supposed to be. They cannot be. That way lies madness, or at least the perception that a "DMPC" is more powerful than a PC.</p><p></p><p></p><p></p><p>You can't have it all. I frankly find solos less detailed than a PC, so I don't think what you're looking for is possible. Although companions are close; they're a little more complex, if only due to the healing surge rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Half a dozen powers results in an overly-complex NPC. I think three's a few epic solos that are more complex, but then, that's an epic solo! You're running this guy (and maybe more than one companion!) at the same time you're probably running full encounters, trying to keep track of the RP of various NPCs the PCs engage in skill challenges with, etc. Magic items eventually become outdated, and you don't want companions taking magic items that the PCs also want. Among other things, keeping track of loot to give out to PCs takes up more work. (While class differences tend to segregate items, both a cleric companion and a fighter PC might want to wear that sweet new scale mail you just dug up.)</p><p></p><p>Save yourself time and stress. Use a companion. One reason I jumped from running 3e (or, more accurately, d20 Modern) to 4e is the ease of designing NPCs. Yesterday, wasting time when I should have been prepping for my upcoming campaign session, I converted the entire supporting cast of a Warhammer Fanstasy novel into 4e. Took me less than 2 hours. That was 14 NPCs, although to be fair, six of them were identical flagellants, so that's more like doing up 8 or 9 NPCs instead.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6098904, member: 1165"] That's because you're using the wrong set of rules. If you're equating 3e and 4e NPC design, you're doing it wrong. There's two accepted ways of designing NPCs, post DMG2/MM3. 1) Use the DMG2/MM3 rules to make a monster that is "flavored" like a class-using character. Generally, this means building the basic creature, and then adding special abilities taken from the PH1, Heroes of the Fallen Lands, or what have you. A simple, generic fighter looks like this: Fighter, Hammer Level 5 Soldier Medium natural humanoid, human XP 200 HP 63 Bloodied 31 Initiative +5 AC 21 Fortitude 19 Reflex 16 Will 16 Perception +8 Speed 5 Traits Defender Aura (martial) * Aura 1: While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include the fighter among its targets. Marked enemies are not subject to this aura. Standard Actions (mb) Warhammer (weapon) * At-Will. Atk: +10 vs AC. Hit: 1d10+7 damage. Tide of Iron (martial, weapon) * At-Will. Atk: +8 vs Fort. Hit: 1d10+7 damage, and the fighter pushes the target 1 square. The fighter can shift 1 square into the space that the target occupied. Dizzying Blow (martial, weapon) * Recharge if the fighter misses. Atk: +8 vs Fort. Hit: 1d10+10 damage, and the target is immobilized (save ends). Minor Actions Glowering Threat (fear, martial) * Recharge when first bloodied. Effect: Close burst 2 (enemies in the burst). The target takes a -5 penalty to attack rolls against any creature other than the fighter until the end of the fighter's next turn. Triggered Actions Battle Guardian (martial) * At-Will. Trigger: An enemy subject to the fighter's defender aura either shifts or makes an attack that targets a creature other than the fighter. Atk (Opportunity Action): The fighter uses warhammer or tide of iron against the triggering creature. Skills Athletics +11, Intimidate +7 Str 19 Dex 12 Wis 13 Con 15 Int 11 Cha 10 Alignment any Languages Common Equipment scale mail, heavy shield, warhammer I don't use the Monster Builder, but you could easily use it to make such a character too. It follows the monster rules, because it's using the monster rules. 2) The companion rules. There's no good reason for that 18th-level deva psion to use any other set of rules. If I didn't have to make 7 or 8 NPCs for a session I'm running tomorrow, I'd make such a companion for you, just to show you how easy it is. For the purpose you're describing here, you'd rather have a companion than a regular "monster" NPC. If only because anything accompanying PCs could really use healing surges. The companion rules are in the DMG2. The math is easy, although the layout of the rules could use a little work. Still, the hardest part is just picking which abilities the character gets. For a paragon-level psion, you just pick 2 encounter or utility powers and add them to the package. Because of how psionic encounter powers work, I would have to do a little extra work to add on power points; this is an unfortunate circumstance of WotC making the psionic rules too experimental :( If you don't like that idea, make an 18th-level deva psion monster first, and then convert it into a companion. (I can do this in one step, to save time. But I have some experience with this.) That way you can avoid power points entirely. Companions do not have feats. They do not have magic items. They have far fewer choices than regular PCs, and that's for a reason - to save you time and complexity once play starts. They're not as powerful as PCs. They're not supposed to be. They cannot be. That way lies madness, or at least the perception that a "DMPC" is more powerful than a PC. You can't have it all. I frankly find solos less detailed than a PC, so I don't think what you're looking for is possible. Although companions are close; they're a little more complex, if only due to the healing surge rules :) Half a dozen powers results in an overly-complex NPC. I think three's a few epic solos that are more complex, but then, that's an epic solo! You're running this guy (and maybe more than one companion!) at the same time you're probably running full encounters, trying to keep track of the RP of various NPCs the PCs engage in skill challenges with, etc. Magic items eventually become outdated, and you don't want companions taking magic items that the PCs also want. Among other things, keeping track of loot to give out to PCs takes up more work. (While class differences tend to segregate items, both a cleric companion and a fighter PC might want to wear that sweet new scale mail you just dug up.) Save yourself time and stress. Use a companion. One reason I jumped from running 3e (or, more accurately, d20 Modern) to 4e is the ease of designing NPCs. Yesterday, wasting time when I should have been prepping for my upcoming campaign session, I converted the entire supporting cast of a Warhammer Fanstasy novel into 4e. Took me less than 2 hours. That was 14 NPCs, although to be fair, six of them were identical flagellants, so that's more like doing up 8 or 9 NPCs instead. [/QUOTE]
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