D&D 5E How Often Do You Have NPCs Join the Party?

How Often Do You Have NPCs Join the Party?

  • 0%

    Votes: 8 8.4%
  • <25%

    Votes: 44 46.3%
  • <50%

    Votes: 15 15.8%
  • <75%

    Votes: 11 11.6%
  • <100%

    Votes: 10 10.5%
  • 100%

    Votes: 7 7.4%

I also often voice the wizard's familiar, so the player doesn't have to talk to himself.
I always run the familiars and voice the animal companions, if necessary. With my current group, they have no NPC beasts except Chompy the Goat, and everyone can run him whenever they want.

PC: Chompy, what is it? Are the orcs advancing or retreating?
Chompy: Baaaaaaah.
 

log in or register to remove this ad

I have played 2nd edition to 5th edition. I have DMed 90% of the time. I run DMPC's. They never have taken the main role, or ever ruined a game. You just have to know how to separate them from the DM. I am sure there are a number of DM's who are capable of doing this.
If I DM a large group, I have no need. But my game groups tend to be small. 2-3 people, and 3 is not very often (counting me). But even in the past when a group has been 4+ I have had a DMNPC. It has worked in my games since I first started in the 80's. I voted 100%.
 

All the time, but never as actual adventurers. They are people who mostly spend their time in camp, such as butlers, chefs, tailors, laborers, the BBEG, knowledgeable sages, rescued captives who are repaying their kindness...
 

Or more straight forwardly:

PCs: We can do this by ourselves.
King John: One of my knights will accompany you.
PCs: No.
King John: I'll throw you in prison.
PCs: Ok, you just do that.
King John: I'll have you beheaded.
PCs: Then I guess we'll die here. Either way, the knight isn't going with us.

It's beyond the power of the DM to make the PC's accept someone in the party. You can pursue them. You can harass them. But the players aren't pawns for the DM.

True, but who's going to do that, either in real life, or with their character, unless they're being incredibly pig-headed? So their characters are beheaded, and the cycle begins again...
 

It depends on how you define "the party". On the off chance that the established group of PCs won't accept a new PC to their ranks, the DM will be forced to split time between the groups, creating a sub-par experience all around.
Hahahahaha at "The DM doesn't have the power to add an NPC to the group" followed by "the DM will be forced to split time between the groups."

Try me.
 

<25%, meaning "I avoid it unless the party is really small or lacking in some capability it definitely needs to succeed in the adventure".
 

I don't think the spirit of the OP's question was "How often do you force NPC's on the group?", despite some of the smart-ass responses here.

I voted <50%, but that represents how often the party opens the door to an NPC. I make NPC's available quite a lot, whether to add a bit of plot or character into the mix, to evoke the setting, or just to give the party a bit of a boost for an upcoming show-down. It's fun and occasionally very useful to have a "mouth" in party discussions, but as any experienced DM knows, you have to be very careful.

My party NPC's live by two rules: stay in character, speak only when spoken to.

I really hate running party-sided NPC's during combats, but I've had players who relish running an extra character for a combat or two, so that hasn't been a problem.
 

If I do have an NPC along with the party, I usually ask the players to make his/her attacks and damage rolls for me. With spells and abilities (e.g. Action Surge), I choose what the NPC uses, but I get the players to do any dice-rolling. I figure it saves me a bit of work, and gives them a bit more investment in how the NPC does. In some cases - e.g. the NPC has abilities I want to keep secret - I might roll myself.

I only really do this temporarily - for plot reasons - or because there are only a couple of players, and I want them to be able to stand up to bigger challenges. For example, the game I'm currently running for my family only has two PCs, so I filled a gap in the party by having an NPC Wizard along with them.

With regard to "forcing them" - I did have him hired by their patron for the first adventure, so they didn't have much choice, but they were happy to have him along, and this remains the case. He's a bit of a coward, but he's a helpful chap, and has saved their skins a couple of times (he specialises in magic that lets them escape - e.g. Grease). Any actual planning I leave to the players, however - I don't have NPCs hand solutions or even heavy hints to the players.
 
Last edited:

Our group has always tended to have an NPC accompany the party. The only time we didn't was back in 1E days when we had like 10 players.

We use them to round out party abilities, make up for lower player numbers, or offer DM input from a character perspective the characters trust although the NPC always defers to the player characters.

Over the course of a campaign the party NPC will sometimes change although we treat this as rare and it's like a player character has left when it happens.
 

True, but who's going to do that, either in real life, or with their character, unless they're being incredibly pig-headed? So their characters are beheaded, and the cycle begins again...

I can imagine times when it is justified by the story line. King John is a virtuous but not particularly wise king, and the party knows that the knight in question is actually a traitor and if he accompanies the party the mission is likely to fail - but they don't yet have enough proof to make such a dangerous accusation. The party decides to tempt the king's temper rather than obey his unwise command, knowing that the king's bark is usually worse than his bite.

King John: I do not wish to destroy you, and yet you provoke me. Why must you boldly refuse my lawful command?
PCs: Because, my gracious and most merciful liege, our love for thee makes us bold. Those that swear greatest loyalty in public, oft times do thee injury and plot against you in secret and in their hearts. And those which refuse thee in public, oft times are not disloyal in their hearts and seek only to serve thee best.
DM: rolls a diplomacy check

King John (successful check): Oh very well. On account of your past deeds of errantry and your service to our crown, we will tolerate your impudence and be merciful for now. But see to it that your outward manners better reflect the inner humility you boast of or it will not go well with you in the future. Consider the poor example that you set for our less loved servants. You are not likely long to remain our favorites if these poor manners spread to the rest of my court.
King John (failed check): Words are as dross, but actions are as gold. Those servants that swear they love the King show their love best by their obedience. Either go accompanied by Sir Wolfsame or else go alone to the headsman, but either way get thee gone and tire us with your presence no further.
 

Remove ads

Top