NPC Behavioral Rules - Give 'em up!

howandwhy99

Adventurer
Everything has rules on how it behaves in RPGs, but rules for NPCs have been decidedly lacking of late. And I definitely would like more options for my home game. AD&D includes Attitude, Morale, Obedience, Loyalty, and a few others sprinkled in the text (not easy to find), but I'm finding it lacking.

Any suggestions, homebrew rules, rules from other RPGs, non-RPG books? I'll take all comers.



[Please no "you don't need those" comments, obviously I'm looking forward to using them.]
 

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Well, exalted had one idea that I think is worth stealing. NPCs (and PCs) have a trait called conviction from 1 to 5.

It shows how hard they are to shake from their beliefs. You can temporarily manipulate them into breaking them as normal (bluff or diplomacy in D&D) but in order to permanently change them, you need to manipulate them a number of times equal to this trait. Each manipulation has to be on a different occassion.

I've been helping my DM adapt it to his game, and we decided that setting this trait equal to 1 + any positive charisma modifier works well. Though wisdom may be better if you're not into the 'charisma is strength of personality' camp.
 

House rules from a long time of gaming...
It all comes down to character Charisma or the stat that works like it. You, then have levels of effect based off that, NPC response is based on that. Example; you have a character with CHR of 13, NPC roles 13 or less, character is going to be viewed possitive, higher negative, now it comes down to just how good the role was.

  • More than five points = rude and will ignore or call the watch
  • Three to five points higher than the target = Rude
  • Two points higher than target = Pleasant but unhelpful to the character
  • Two points lower than the target = Pleasant, understanding, helpful - will provide directions, names, such...
  • Three to five points lower than the target = very helpful, will walk with character part of the way as they provide directions, offer discounts, etc.
  • More than five points = will provide introductions and special information

It can be adjusted as needed by game system.
 

We've enjoyed using Pendragon's Traits, Passions and Glory rules, welded onto D&D. In my case (as DM) this meant flipping some numbers around and tinkering a bit, but it was actually very easy to manage, and quite rewarding, in the end.

Another option that has occurred to me (and many others, I'm sure) is tacking on Aspects, from the free, OGL-licensed FATE SRD.

Not sure if those are the kinds of things you are looking for. . .
 
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Personally I tend to set up the "rules" for each encounter differently depending on the context and what I think the PC's are likely to do.

So, for example, in a recent encounter I had 3 goblin sharpshooters riding 3 gray wolves, chasing the party.

When working through my "Tactics" for the encounter, I included a paragraph like:

The group comes in wolf/partner pairs. The wolf will fight to the death as long as their partner lives, but will flee if their partner is killed and the wolf is bloodied. The shortbowmen will call their wolf to them to mount their wolf and flee if both partners are bloodied, or will flee if their wolf is dead and they are in imminent danger of being brought into melee combat.
With the classic "skirmishers in melee, archers firing down upon them", it worked out very well, with the party fighting the wolves, then the archers turning to run (some escaped, some were hewn down) once the party had worked their way through the wolves.

In another encounter, I had a repeat named villain, Ashtuk, who had been hunting the party down, and challenged the tripleheaded-flails-ranger to single combat .. with enough of Ashtuk's friends hanging out to make it a fun challenge whether the party let the ranger fight honorably, or tried to manipulate the outcome.

I had the following written:
Preparations: There is no question of Surprise. Ashtuk waits for Spike’s response.

Insight – DC10: He seems to be inviting Spike to a one-on-one combat – though his friends look like they’d be more than happy to fight the rest of you.

Insight – DC20: You do think he means it to be a fair, one-on-one fight. Fresh, they might have been a match for each other, but you doubt Spike is in shape to take him alone.

Perception – DC 15: Two of the other orcs are wearing scale mail, carrying shields and a bastard sword. The other six have simple hide armor and clubs.

Intimidate – Ashtuk does not intimidate.

Intimidate - DC 21+: Scares off ROLL-20 minions. E.g., a roll of 24 scares off 4 of the 6 minions.

Diplomacy – DC 10: What do you want?
“Now? To kill you, three-flails. Then, we take the girl.”

Diplomacy – DC 20: to substitute another opponent for Spike.
As it turned out, after the DC10 Diplomacy success, the 'girl' in question decided to ask "Wait, why? What do you want with me" .. and then nailed a 29 on her ensuing Diplomacy check, which I hadn't considered but a natural 20 will do that to ya! I decided that she'd surprised Ashtuk into a bit of overconfidence, and he made the classic villain mistake of telling them his plan. In this case, telling them WHY he wanted the girl ... which led to the party negotiating .. though negotiations broke down when they discovered that his "best offer" was "I'll give you the 60 hostages if you give me the sorceress."

. . .

(The ranger took Ashtuk on in single combat, while the orcs taunted the rest of the party for not fighting them .. when Ashtuk got the upper hand, the bard snuck him a healing surge, but got caught out the second time he tried it .. leading to a battle between the other eight orcs and the rest of the party, both sides dancing around the single-combat and not engaging either combatant .. which conveniently wrapped up right as the ranger got a badly wounded Ashtuk to surrender .. great fun had by all!)
. . .

So, for me its about anticipating which things the party are likely to attempt, and setting appropriate DC's based on the direction I want the plot to go ... I do think of the NPC's as "characters" and try to have their motivations built out well in advance of the party running into them, so I don't want to provide an "open" system in which the party could, conceivably, have befriended Ashtuk with that shock 29 Diplomacy role.
 

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