• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

NPC Gen.. Take a look please

You could take a look at this page here, it describes the standard d20 statblock proposed by the d20 statblock foundation.

http://www.dndresources.com/index.php/docs/1230

You should also take a look at the casting times and remove all spells with a longer casting time than 1 round from the random lists. It's also adviseable to have at least one attack spell per level and possibly a defensive spell. As for the feat selection, you could create some themes among them like having either a feat chain, or several feats that loosely complement each other, e.g. Weapon Focus (longspear), Combat Reflexes, Combat Expertise, and Improved Trip.

~Marimmar
 
Last edited:

log in or register to remove this ad

Marimmar@Home said:
You could take a look at this page here, it describes the standard d20 statblock proposed by the d20 statblock foundation.

http://www.dndresources.com/index.php/docs/1230

You should also take a look at the casting times and remove all spells with a longer casting time than 1 round from the random lists. It's also adviseable to have at least one attack spell per level and possibly a defensive spell. As for the feat selection, you could create some themes among them like having either a feat chain, or several feats that loosely complement each other, e.g. Weapon Focus (longspear), Combat Reflexes, Combat Expertise, and Improved Trip.

~Marimmar


As far as the source goes, I have looked at it before and found they do not follow their own example in many cases so I disregarded and have pretty much focused on either recent statblocks published by wizards and a few other notable writers as a guideline. As I said, the idea is to be able to reproduce what they do, without the effort or time.
I do like the idea dealing with spells however, since I am an "options" kind of guy when I upgrade the current spell system I have to the new one in my mind, I will allow for the options to enforce certain things, like no spell with a casting time over 1 round, 1 attack spell per spell level, 1 defense spell per spell level. I want to stay away from trying to get people to design NPC's a certain way and more, allowing people to design NPC's their own way, just faster.
Chaining feats: After I am finished testing feat selection and feel it is what I am aiming for, I will add this bit of code. When certain feats are selected, they can modify the chance to get other feats. An example, lets say if you had this in place and the NPC selected Spell Craft, the system will automatically increase Greater spell focus from Rare to Uncommon. I think this accomplishes what you are stating and also keeps with a certain amount of flavor. The one thing I have noticed with using this tool, even at this stage. When I create an NPC and look over the results, my mind instantly starts creating a story how he came to be this way. Just like when someone asked me about certain NPC dwarf had a few ranks in swimming, I immediately began spinning a tale of how the old warriors brother almost drown when a mine caved in and landed in the middle of an underground lake, he swore the mine would never get the better of him like that.

Thanks for your ideas :)
 

Vascant said:
Chaining feats: After I am finished testing feat selection and feel it is what I am aiming for, I will add this bit of code. When certain feats are selected, they can modify the chance to get other feats. An example, lets say if you had this in place and the NPC selected Spell Craft, the system will automatically increase Greater spell focus from Rare to Uncommon...

What I have done in my program is kept track of the most recently selected feat. Then I add a user weight that adds to any feat that uses this feat as a prereq. That way its a general rule and I don't need to add extra data to the database.

I currently have written a program that randomly determines abilities scores, class selection(including multi-class), level determination, skill determination, and feat determination. Unfortuneately the project is on hold due to a recent move and all the work that goes into packing, unpacking, and setting up a new house. I would be interested in discussing design and tech details with you. If you are interested please send me an email YoYoDyne at webweaver dot zzn dot com

*:> Scott
 
Last edited:

smetzger said:
What I have done in my program is kept track of the most recently selected feat. Then I add a user weight that adds to any feat that uses this feat as a prereq. That way its a general rule and I don't need to add extra data to the database.

I currently have written a program that randomly determines abilities scores, class selection(including multi-class), level determination, skill determination, and feat determination.

Since this goes into software, you can find my website at the bottom of this and on their is my email address, or just add djjones to the domain, both get to the same place. I am trying to avoid to many forum jumps.

Thanks
__________________
Website: www.RPGAttitude.com
 
Last edited:

For today's example, I have made a few more corrections from yesterday's great comments.
1. You can now have none detailed skills in your stat block.
2. No one said anything but since others were mentioned, spells are now in alpha order.
3. Maximum spell level selection is now enforced by spell caster's primary stat.

<Name> human Sorcerer 12: CR 12; Medium Humanoid; HD 12d4+12 (HP 38); Init 3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex), touch 13, flat-footed 10; Base Atk +6; Grp +6; Atk +7 ranged (1d8+0/19-20, Crossbow (Light)); Full Atk +7/+2 ranged (1d8/19-20, Crossbow (Light)) ; Space/Reach 5 ft./5 ft.; SA ; SQ ; AL CE; SV Fort +5, Ref +7, Will +8; Str 11, Dex 16, Con 12, Int 15, Wis 11, Cha 16.

Skills: Appraise +5 (+2 Int), Bluff +6 (+3 Cha), Concentration +8 (+1 Con), Decipher +3, Diplomacy +6 (+3 Cha), Gather Information +6 (+3 Cha), Knowledge (Arcana) +9 (+2 Int), Knowledge (Local) +3 (+2 Int), Listen +7, Search +4 (+2 Int), Sense Motive +2, Spellcraft +11 (+2 Int), .

Feats: Brew Potion, Diligent, Improved Familiar, Negotiator, Quick Draw, Weapon Focus (Crossbow (Light)).

Sorcerer Spells Known (6/7/7/7/6/5/3, base DC = 13 + spell level): 0 -- acid splash, detect poison, disrupt undead, flare, ghost sound, light, message, prestidigitation, read magic, resistance; 1st -- grease, jump, magic aura, magic missile, reduce person; 2nd -- darkvision, daze monster, invisibility, magic mouth, shatter, whispering wind; 3rd -- arcane sight, displacement, fireball, gaseous form, keen edge; 4th -- greater invisibility, illusory wall, resilient sphere, stoneskin; 5th -- cloudkill, hold monster, stone shape; 6th -- forceful hand, freezing sphere.

I think next I want to take a look at is weapons and the attack section of the block, it handles simple things fairly well but the more complexed settings can play havoc I have noticed especially when dealing with Two Weapon Fighting feats.
 

Okay, for a few days been working almost exclusively on the "Full Attack" element of the stat block. One never knows how complicated a certain section of rules are until they try and design and code it. It is kind of like the english language, just as you think you got it, an exception sneaks up.
If they NPC either randomly or is set up in the designer to create a condition where Two Weapon Fighting works for the NPC, it will apply the correct modifiers. He would need the correct weapons; one handed or/and light melee or certain two handed weapons. The NPC would also need Two Weapon Fighting Feat. If the NPC has any of the other feats along that tree, it will increase the number of attacks with the off hand weapon.


<Name> elf Fighter 8: CR 8; Medium Humanoid; HD 8d10+24 (HP 60); Init 8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex), touch 14, flat-footed 10; Base Atk +8; Grp +12; Atk +13 melee (1d8+4/19-20, Longsword) or +12 melee (1d4+4/19-20, Dagger); Full Atk +11/+6 melee (1d8+4/19-20, Longsword) and +10 melee (1d8+2/19-20, Dagger); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL N; SV Fort +9, Ref +6, Will +3; Str 18, Dex 19, Con 16, Int 9, Wis 13, Cha 7.

Skills: Balance +4 (+4 Dex), Climb +9 (+4 Str), Craft (Shipmaking) -1 (-1 Int), Heal +1 (+1 Wis), Intimidate +1 (-2 Cha), Jump +5 (+4 Str), Knowledge (History) -1 (-1 Int), Knowledge (Nature) -1 (-1 Int), Listen +3 (+1 Wis), Ride +4 (+4 Dex), Search +1 (-1 Int), Spot +5 (+1 Wis), Swim +4 (+4 Str).

Feats: Combat Reflexes, Improved Initiative, Manyshot, Point Blank Shot, Self Sufficient, Skill Focus (Climb), Two Weapon Fighting, Weapon Focus (Longsword).

Elf Traits: <Name> is immune to magic sleep spells and effects and has a +2 racial bonus on saves against enchantment spells or effects. <S/he> has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As an elf, <s/he> has Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats and a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
 

Don't know if you have this -- seems to be implied in the attack block --
but does your program generate equipment as well? Armor, weapons,
magic items, etc? I tried one on the web and it generated plate mail
for a bard -- not even sure how that happened?! I think that is
sorely missing out there (I don't think PCGen or eTools has it.)

-D
 

Does it have it now.. No.. However!

Everything up to this point has been done with the design it will, in fact thats one of the next steps is to get the Armor designer working into the system. Much like weapons, NPC's will only have equipment permitted. There is only one thing I need to change and it happens with Multi class NPC's, if you have a fighter wizard, the wizard can select Armor Prof. feats. Which he would already have.

Equipment is coming very soon though :)
 

Okay, been a while since I jumped over on this topic but in case some of you do not check out other topics decided I should mention it. I am still working on perfecting the original system and it has came along way. I am currently involved in what I am refering to as Stat Block Beta 4. To date, 320 stat blocks have been offered for others to check out and make comments, Beta 4 has another 40 Stat Blocks. The idea is to make sure all the rules are being taken into account and the end result is something people can not just work with but count on to be correct. For this it takes more then just my eyes, takes a little help from others. Finally things are getting to the point where errors are not so visible and which is why I am seeking others to assist in the endeavor.
Please check out www.rpgattitude.com, you do not need to join, register or anything crazy and the file easily located in the most recent "NPC Designer Update". All I am asking is you take a few moments and look it over, find a bug and post it here or where ever, you can even email. Thanks and hope you have happy holidays.
 

Okay, been a few days and have been working thru bugs and adding new features at a rate of a new beta every 2 days. For that I say thanks to the few people who have really helped out. When I started this post here, some had a few good comments and found some issues and would like to at this time present a little progress.

<Name> Male human Fighter 20: CR 20; Medium Humanoid; HD 20d10+60 (HP 170); Init 3 (+3 Dex); Spd 20 ft.; AC 24 (Cloak of protection +3, +4 Scale mail, +3 Dex), touch 16, flat-footed 21; Base Atk +20; Grp +24; Atk +29 ranged (1d6+6/18-20, +4 shortbow) or +29 melee (1d6+12/19-20, +4 quarterstaff); Full Atk +29/+24/+19/+14 melee (1d6+12/19-20, +4 quarterstaff) or +29/+24/+19/+14 ranged (1d6+6/18-20, +4 shortbow); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL CG; SV Fort +15, Ref +9, Will +6; Str 19, Dex 17, Con 17, Int 16, Wis 10, Cha 7.

Skills: Concentration +4 (+3 con), Craft (Painting) +5 (+3 int), Disable Device +5 (+3 int), Gather Information +1 (-2 cha), Handle Animals +6, Heal +3, Intimidate +21 (-2 cha), Jump +10 (+4 str,-4 acp), Knowledge (Local) +4 (+3 int), Knowledge (Nobility and Royalty) +4 (+3 int), Listen +5, Ride +5 (+3 dex), Search +8 (+3 int), Spot +4, Swim +3 (+4 str,-8 acp).

Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Far Shot, Greater Weapon Focus (shortbow), Improved Bull Rush, Improved Overrun, Improved Sunder, Leadership, Mounted Combat, Point Blank Shot, Power Attack, Quick Draw, Weapon Focus (shortbow), Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), Weapon Specialization (shortbow).

Languages: Common, infernal
Ht: 5' 6", Wt: 176, Hair: Red , Eyes: Brown, Age: 40.

Possessions: +4 scale mail, +4 quarterstaff, +4 shortbow, headband of intellect +4, cloak of protection +3, boots of speed, ring of spell turning, robe of bones, gloves of dexterity +4, amulet of mighty fists +1, ring of wizardry iii, oil of magic vestment +5, oil of magic weapon, potion of shield of faith +5, oil of greater magic weapon +3, potion of remove paralysis, 14 pp, 17 gp, 11 sp, 16 cp, 673770 gp in other assets.


I hope you agree that things are coming along pretty well, the current test file is Beta 6 and is available on the front page of www.rpgattitude.com. The file contains 40 stats blocks, two of each level 1-20. Please give any comments you have either here, email or on the website. Thank you and hope all have a good holiday.
 

Into the Woods

Remove ads

Top