Milagroso
First Post
In my campaigns, some NPCs are set at a static level. Some NPCs such as quest villians, allies, and the like scale with the PCs.
For example, I will design an adventure that might have an NPC in the game that must be defeated by the PCs. To save time, I create this NPC already. I give him levels, feats, skills, equipment, and spells if necessary. Assume that I created this NPC to be a challenge for the PCs when they encounter him say around level 10. But, throughout the course of the adventure, the PCs accumulate more experience then I originally estimated and wind up making the NPC much less of a challenge I intended. I simply add a few more levels to NPC to make up for it. Since I use ETools, adding levels is easy.
In the case of the static NPCs, such as "named" merchants or the like, I grant them a level based off the region I have them operating in. A merchant in Urmlaspyr might be lower level then a similar merchant in Ordulin. Ordulin is the capital of the country of Sembia, so it might be assumed that the guards there are more canny, the merchants more savvy, and the rogues more deadly.
For example, I will design an adventure that might have an NPC in the game that must be defeated by the PCs. To save time, I create this NPC already. I give him levels, feats, skills, equipment, and spells if necessary. Assume that I created this NPC to be a challenge for the PCs when they encounter him say around level 10. But, throughout the course of the adventure, the PCs accumulate more experience then I originally estimated and wind up making the NPC much less of a challenge I intended. I simply add a few more levels to NPC to make up for it. Since I use ETools, adding levels is easy.
In the case of the static NPCs, such as "named" merchants or the like, I grant them a level based off the region I have them operating in. A merchant in Urmlaspyr might be lower level then a similar merchant in Ordulin. Ordulin is the capital of the country of Sembia, so it might be assumed that the guards there are more canny, the merchants more savvy, and the rogues more deadly.