How do you stat you average NPCs

How do you stat your common NPCs

  • 10s and 11s with racial adjustments

    Votes: 7 11.5%
  • Some sort of standard array or point buy

    Votes: 20 32.8%
  • stat NPCs? don't think so...

    Votes: 13 21.3%
  • other

    Votes: 21 34.4%

Olive

Explorer
I'm a relatively new DM, and I'm wondering how people stat their NPCs... this is for the average grunt warrior, or the innkeeper or the city guard, not for the major villain or anything.

it seems to me that WotC are fairly wide ranging in their approaches, from the monster manual, to something like RotToEE
 

log in or register to remove this ad

i've used a generator (like James Buck's) for most NPCs

the really important ones i just assign the stats i think they should have that most fit the character
 


Stats? What are these stat things? You guys PLAN?

Whoa. Thats what I've been doing differently all these years.

I just make everything up on the fly. If someone needs a 16 strength, boom, so let it be written.
 

I'm out on the same limb as you, Kamard, though perhaps a little closer to the trunk. ;)

But I don't generally bother with stats for most NPCs. I try to anticipate what I need to know about this person and plan that much and no more.

If they're just a mook for fighting they need an AC, hit points, an attack bonus and a damage bonus. I'll usually do up saves and an Init bonus as well. If they're a town guard the party might have to sneak past or talk into letting them do something, I'll provide a Sense Motive, a Listen and a Spot bonus. Sometimes. Often I won't bother, just make it up at the moment.

Major NPCs get a more detailed treatment, of course, because they will be more involved in more aspects of the game so it's harder to predict what you'll need to know.

But I certainly don't use any sort of point buy system. NPCs get whatever stats they need. If this guy is strong, and fast, and tough, and smart, and sensible and charismatic -- then he will be. Generally speaking, high-level NPCs have rockin' stats -- it's the most talented who rise to the top, right? Legendary NPCs will have stats from between 15 to 20 pretty much across the board.
 

For me, most NPC's receive the default array, [15 14 13 12 10 8], from the DMG (page 20). The 25 point standard point buy method (DMG, page 19) will produce the default array above as one outcome. Considering how high ability scores become for PCs at mid to high levels, NPCs with this array are quite reasonable. I don't see 3 stats at 10 and 3 stats at 11 as particularly "realistic"--if one could call anything in fantasy realistic--and I find such stats quite bland. I have yet to meet someone in life that didn't have something going for them (similar to 2 +1's and two +2's ;) ) although some ppl haven't had a chance to shine in their niche in life. Similarly, NPCs should be somewhat interesting, if not capable, in some aspect or other...

All the PCs in my game, having used the Organic Method, have better scores as heroes--as I think it should be! Significant NPCs get the same treatment as PCs do. The chief "villains" should be impressive & tough :evil: !

Everything works out for me this way. I have even gone so far as to standardize the allocation of the typical NPCs' stat array according to class. With it all written down I have a format for quick NPC generation.

-W.
 
Last edited:

If I'm statting typical NPCs I use 3d6 each stat, using Jamis Buck's NPC generator. For groups of mooks, I either do that for each one (easy enough now, thanks to Jamis), or for large groups I give them 10-11s. Best 3/4d6 is reserved for exceptional NPCs and for PCs. I also like using the random low-level option in Jamis' generator, I like the look on a player's face when the 'typical' hobgoblin he casually magic missiles turns out to be a 5th level warrior with 40+ hit points! :cool:
 

It depends.
NPC with only NPC classes usually come "from the book" with 10-11 to their stats. If i want to make them a bit more interesting, I use 15 point-buy. (So they gain some special weaknesses or strength)

NPC with PC classes use the same statsystem as the PCs, usually 25 point buy - Or I get the ones from the book.

Mustrum Ridcully
 

Mr Fidgit said:
i've used a generator (like James Buck's) for most NPCs

the really important ones i just assign the stats i think they should have that most fit the character

Same here, and I stat out only the important ones and sort of go with the flow if an unimportant one for some reason becomes central. Then I just write down what I decided for that NPC so that he can be consistent if needed again.

-Will
 

Important NPCs get built just like a PC, with point buy or standard array.

For Generic NPCs, I typically take a lesson from the "Crew Quality" rating for SW starship stats.

Their stats consist of Attack Bonus, AC, HPs, Two skill bonuses (one for "class" skills, one for "cross-class" skills), Saving throws. Abilities are assumed to be 10+racial modifiers.

The stat block might look something like...

Human Thug:
Atk +2, AC 12, hp 8, Skills +5/+2, Saves +3/+0/+0.
Club, Dagger, Leather Armor, 2d6 gp, 2d10 sp.
 

Remove ads

Top