Intelligence and NPC Tactics

Tyler Do'Urden

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All experienced DM's have run into this problem before- how does intelligence (and, to some extent, wisdom and alignment) effect the tactics that an NPC uses in combat? In general, I use the following assumptions:

Int -: Typically undead and constructs, they fight until they're burger, bone shards, and scrap metal, with no real tactics other than "slay the intruder", unless commanded otherwise by a controller. Fairly straight forward.

Int 1-8: About the same, only such creatures are usually very instinctive (animals, beasts, dumb humanoids and giants). If sufficiently hurt or overwhelmed (or intimidated), such creatures will often flee unless being driven by a more powerful creature or NPC. They attack in a straightforward manner with little thought for smart tactics other than those which come instinctually (for example, a great cat or dire wolf would likely pounce from hiding rather than attack in the open). I also play up the fact that such creatures are often very intimidated by fire and magic (unless, again, driven by the threat of some greater power- this would apply more to creatures on the upper half of this scale, the less intelligent humanoids).

Int 9-13: Typical human intelligence. Probably understands basic tactics- how to deal with an armored opponent, when and how to use feats like dodge and power attack. Most follow orders well. This is the "default" for a human or humanoid warrior.

Int 14-19: Above average/Genius Intelligence. Wizards, smart warriors, younger dragons, many outsiders, aberrations, and giants fall into this category. They are generally not caught unprepared for battle, are likely to have a contingency plan in case they are overwhelmed, and seldom fight without backup unless they are entities known for extreme power (and even then, a few solid mooks can't hurt). They are generally very observant, and know ways of exploiting percieved weaknesses in enemies. Unlike the baseline 9-13 Int creatures, they know their way around magic, and typically know how to neutralize a spellcaster.

Int 20+: Godlike intelligence. Generally difficult to effectively portray, beyond the level of the creatures of 14-19 Int. How I differentiate them is that I portray them as if they already knew everything on their opponent's character sheets- their AC, spells readied, magic items, etc. Given that I am incapable of thinking at such advanced levels as a creature of godlike intelligence, it seems like they should have access to tactical data and an understanding I wouldn't- hence, I simulate this by giving them what I think of as "battle omniscience". When a PC goes up against such a creature, they're basically fighting an enemy who knows them better than they know themselves.

Now, most of my players think that this makes sense. However, one complained that even creatures with such high mental attributes should have to attain such knowledge in the usual manner. I argued that given everything that a DM has to juggle in a play session, this is the simplest way of simulating the "vast, godlike" intelligence of greater fiends, high level wizards and liches, greater dragons, and the like. The player insists that this is cheating, and taking unfair advantage. This argument isn't particularly timely, given that said player has moved away, but it was something I was thinking about recently...

any comments, or ways you could think of of refining my system?
 

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So what happens when a PC gets an intelligence of 20? Do they say, "Hey, guys, we're gonna' be facing a kobold with 12 Wizard levels in exactly 3 minutes, 18 seconds. Here's his spell list... He also has a Wand of Fireballs and a Cloak of Resistance +3... In the first round, he'll..."

If that's the standard, then you'd better be ready for the PCs to expect equal rights.

High intelligence does not necessarily confer omniscience at all, nor does godhood as described in Deities and Demigods. It doesn't even confer a general knowledge of tactics at all. A character with Int 150 must still gain knowledge through the normally available channels, be they magical or otherwise, although you may have the creature be able to quickly discern what each PC's likely actions might be. If a creature with extremely high intelligence were expecting the encounter, they might have prepared by casting spells such as Improved Invisibility beforehand, but if not, they should have to wing it just like everybody else.

Sure, 20 is high, but it's no longer considered to be "godlike" as it once was. I have a 46th-level PC who has acquired an intelligence of 51, and though he is afforded certain benefits such as the ability to easily word reasonable Wishes off the cuff without much chance of over-extending the spell, he is by no means the fountain of all knowledge. He is able to discern which actions are likely to be most effective in a given situation, and realizes immediately when a given plan must be abandoned or altered, but does not automatically know "hey, I can't overcome this guy's SR, so instead, I'll just buff up the fighter and follow it with a Tenser's Transformation..."
 

Tyler Do'Urden said:
Int 20+: Godlike intelligence. Generally difficult to effectively portray, beyond the level of the creatures of 14-19 Int. How I differentiate them is that I portray them as if they already knew everything on their opponent's character sheets- their AC, spells readied, magic items, etc. Given that I am incapable of thinking at such advanced levels as a creature of godlike intelligence, it seems like they should have access to tactical data and an understanding I wouldn't- hence, I simulate this by giving them what I think of as "battle omniscience". When a PC goes up against such a creature, they're basically fighting an enemy who knows them better than they know themselves.

Now, most of my players think that this makes sense. However, one complained that even creatures with such high mental attributes should have to attain such knowledge in the usual manner. I argued that given everything that a DM has to juggle in a play session, this is the simplest way of simulating the "vast, godlike" intelligence of greater fiends, high level wizards and liches, greater dragons, and the like. The player insists that this is cheating, and taking unfair advantage. This argument isn't particularly timely, given that said player has moved away, but it was something I was thinking about recently...

any comments, or ways you could think of of refining my system?


Cheating is a bit of a stretch, but it is not to fair to play your NPC's as having full knowledge of your PC's just because they are intelligent. Knowing someones spell list and having the counter ready, without any story reason for knowing, is harsh.

With spell resistance, good saves lots of hitpoints, the monsters you mentioned above don't really even need to know what spells are going to be thrown at them to have a distinct advantage against the casters. If you then rule that they know exactly the spell list of the caster, you just spell lame session for the player.

Nobody enjoys combats where they can't do anything productive to help the combat. My advise is not to put your players in that position for the sake of augmenting the percieved intelligence of the enemy. There are lots of other ways to have this manifest without dropping a bomb on spell casters.
 

I remember the old Combat & Tactics, when an Int 21+ enabled you to force opponents to declare their actions for the coming round before you acted (since, in those days, you declared actions in the RAW). Of course, not only did this whole 'declared actions' problem cause huge mechanical problems (even though it worked for verisimilitude, simulating the fact that combat is confusing and everyone was acting simultaneously) and slowed down the game immensely.

In any case, an Int 21 isn't what it used to be. To get Int 21 in 2e, you needed to boost your natural abilities at a rate of 10 wishes per point above 16, so a natural 18 would take no less than 30 wishes. These days, Int 21 can be achieved with a decentish roll, the right subrace and a 2nd level buff spell.
 
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As a good rule of thumb I think that Tyler's list is good. Yeah, maybe that upper category should be more like 25+ but the process is good. Between limited GM planning time and surprising players, it is hard to estimate how a wily genius enemy should be able to challenge the characters... and after all, it is about giving those pesky heroes a good challenge.

john
 

I look at the stats and then apply them to the NPC as the NPC would seem to understand the situation.

For example, a recent scene in my game had wights. Well, wights may be undead but their intelligence (at least 3.0 MM) is 11. I didn't play them stupid or particularly smart.

The wights that were directly fighting tended to gang up on people if they could. Others hid just out of combat until an advantage could be found (surprise, etc.).

I don't find a formulaic approach very fulfilling, in general.
 

Faerl'Elghinn said:
So what happens when a PC gets an intelligence of 20? Do they say, "Hey, guys, we're gonna' be facing a kobold with 12 Wizard levels in exactly 3 minutes, 18 seconds. Here's his spell list... He also has a Wand of Fireballs and a Cloak of Resistance +3... In the first round, he'll..."

If that's the standard, then you'd better be ready for the PCs to expect equal rights.
Well, no, and here's why.

A player has to run one character, and maybe a cohort. They have the time and attention to concentrate on a single character's tactics, data, and so forth- they don't need this extra tactical edge, as they have all they need.

A DM, on the other hand, has to handle dozens of NPC's, armies of mooks, the world itself, and the demands of several players (in my case, often six or more). I don't have time to worry about everything that an NPC is likely to know, and I'm not omniscient. No, a high intelligence doesn't confer omniscience, but it does mean that such a character is likely to deduce plenty that a normal character wouldn't, ala Sherlock Holmes. A thousand year old dragon can sniff the air around an enemy wizard and know what sort of magic they deal in- I can't, and so on...
 

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