NPC Enemy Parties in 4E

crash_beedo

First Post
Does anyone have a good approach for making NPC enemy parties in 4E?

Unfortunately, it's something a bit lacking in the MM's and DMG... You flip through the encounter tables in past editions, and running into rival adventurers was a staple in the 1E DMG encounter tables.

Anyone have thoughts on how to build these types of encounters for 4E?

I guess my issue would be, just statting out the NPC's as normal monters, then giving them a template NPC class, would create a group of "Elites"... 4-6 NPC's, all as elite monsters, will almost always be way too difficult an encounter, right?
 

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There are plenty of representatives of the PHB and PHB2 races (as well as other races) in the MM, MM2, and DDI. You could easily put them together to create an NPC party.
 


Okay, I'll bite: why wouldn't you just create a party using the 4e DMG rules for creating NPCs (pages 186-188)? Compared to creating PCs, it cuts down on the number of powers and eliminates feats. Are there balance concerns? Each NPC seems to count as a level-appropriate (non-elite) monster.
 

There are plenty of representatives of the PHB and PHB2 races (as well as other races) in the MM, MM2, and DDI. You could easily put them together to create an NPC party.

I realize there are samples in the various MM's, and I've been using them to piece together NPC parties as monsters... but your point about DDI is great idea, and one I'd been overlooking. In many cases the NPC monsters are scaled for you. For instance, Dwarf Bolter is a common 'enemy dwarf fighter' to use in an NPC party, but it's also a L4 monster. But DDI has L2, L3, and L5 versions of the Dwarf Bolter. That'll let me get more use of them.

Dunno about higher levels, but I think DDI will let me pull together NPC parties fairly easily in the level 2-6 range.

Roguerouge... yeah, the PC rules in 4E don't work for monsters... too tough all around. And enemy NPC's in the dungeon are basically monsters.
 

Okay, I'll bite: why wouldn't you just create a party using the 4e DMG rules for creating NPCs (pages 186-188)? Compared to creating PCs, it cuts down on the number of powers and eliminates feats. Are there balance concerns? Each NPC seems to count as a level-appropriate (non-elite) monster.

Ding! We have a winner.
 

Okay, I'll bite: why wouldn't you just create a party using the 4e PHB?

I don't think this would be a good idea because of dailies, particularly at higher levels. Unless the DM is playing the NPCs as though they have to complete the adventure, enemy NPCs can blow through all of their dailies with little regard, creating an encounter significantly harder than it's level would suggest (because the PCs have to consider whether they will need their dailies later).

Regarding the OP's question:

Creating a rival party composed fully of elites is certainly an option. If the NPC party is the same size as the PC party you'll end up with a Level +4 encounter (which is quite dangerous but still potentially winnable). Alternately, you could make a smaller and/or lower level party of elites. The elite option makes the rival party a genuine and serious threat, though there is risk of a TPK (unless, of course, the NPCs aren't interested in killing the PCs).

You could also compose the party partially or completely of normal monsters. For example, on MM pgs. 162-163 you'll find the Human Bandit (Rogue), Human Guard (Fighter), Human Berserker (Barbarian), and Human Mage (Wizard). A perfectly viable adventuring party (though light on healing). If you don't want some of them to be human, reskin to fit (shifty for a kobold, etc). If they don't fit the level range you're looking for, level them up or down as need be, or if the gap is too large for that use them as inspiration for creating/reskinning much higher level "monsters". With this option the enemy party is likely to be a less deadly nuisance unless they are much higher level then the PCs or have some special advantage (they plan to hold their attack on the party when the party looks sufficiently softened up).

You could, of course, use both options. When they first encounter the NPCs the NPCs are elite and may very well kick the PCs around the schoolyard (though the PCs certainly have a fighting chance so long as they play smart). Eventually, though the NPCs keep pace with the PCs with regard to level, they lose their elite status (becoming "normal"). At this point, it is the PCs who will have the upper hand (and no doubt be pleased with how far they have come). If you need a way to rationalize the powers the NPCs lose after conversion, simply say that the party has learned to counter those tricks; they try them but fail miserably.

Edit: Or as Pseudopsyche mentioned, use the rules on DMG pgs 186-188.

YMMV
 
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This is just something that popped into my mind while reading, but adding the class templates to a minion might work? I have no clue how the results would be, but my thinking is:
Regular monster + template = elite
Minion + template = regular monster?
 

I'd use the monster builder.

Fighter = Soldier with two or three Fighter Powers from the PHB.

Rogue = Skirmisher/Lurker with two or three Rogue Powers from the PHB.

Wizard = Artillery with two or three Wizard Powers from the PHB.

Cleric = Brute (for melee clerics) or Artillery (for ranged clerics) with two or three Cleric Powers from the PHB.

Close enough for government work.
 

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