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Prepping NPCs...

I've taken to highlighting active feats in stat blocks. Power Attack, crit rangers, dodge and anything else they should be using gets fluro yellow ink around it so it cathces my attention.

If I've got time, I do two sets of stats. One unprepared, one prepared, but that's rare.
 

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I type up all my NPC's in a set format so I can find things easily. I leave out anything I do not need for combat since if they have anything for use outside combat I make a seperate note in my campaign log I use for roleplaying, names (which I never remember) and other notes.
I break down Armor class and make seperate notes especially for spell casters who will boost theirs. I usually list it by the base ac plus dex/dodge then armor so figuring touch or flat footed is easy then by spells as they would be cast if they have time to prep.

I also note prep spells seperately in order of their casting so I can mark them off. the rest of the spells are listed by level with combat ones first (with notes if I don't know the spell that well)

Since I use a familiar system I make mistakes less often but for everything I forget to the NPC's disadvantage I usually forget something to his advantage so it evens out.


Later
 

For Dodge and weapon threat ranges, I make sure I bold/underline/highlight the appropriate areas in a stat block (or make a remember note, like Pielorinho does). I make liberal use of the Dodge feat and weapons with larger threat ranges, so it sticks pretty well.

However, I never give NPCs the Leadership feat, and I also never give them Diplomacy or Intimidate (unless it fits the character). I usually max out Spot and Listen, cross-class or otherwise.
 


When I need to give my NPC's the dodge feat it usally works this way.

-Dodge the PC's. I just raise the AC by 1. Oh well.

Other things for my NPC's

-The shield spell for my NPC's seems to cover all sides ;)

-There seems to be a shop somewhere on my world that sells nothing but haste potions to bad guys.

- Spell Casting Prodigy. Every caster I make has this feat. I personally like it. All the PC casters have this feat as well so it balances out.

-My NPC's also have tons of free XP to spend on things like wish and Miracle.

- Skill points.. Wizards Maxed out concentration and spellcraft unless its a long term NPC which I assing points, Rogues, max hide, move silent, spot, searchm, balance, tumble.

-Those darn wizards seem to have millions of gold to spend on coping spells into there spellbooks.

This backfired on me once when an old group decided to go after a vampire wizard just because they knew he had have tons of spellbooks because of all the different spells he cast.

-I used to forget SR. Now I make sure they got it.

-Regeneration, Fasthealing. Unless its over 10 its usally a moot point.

Well after writing this list down it seems I am damn dirty cheater like the rest of my group.

[edit] Added some things.
 
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willpax said:
I use high diplomacy and intimidate skills (with successful checks) as a license to intentionally create misperceptions for my players. A diplomacy check will produce lots of "He looks pretty sincere" side comments and such, while I will intentionally exagerrate the combat prowess of people who get good intimidation rolls. When NPCs don't have these social skills, I'm usually good about giving my players credit for enough world knowledge to size people up fairly well, so they trust my descriptions--probably more than I should.

Excellent idea. I'll have to use this. I typically do it based on personality and story, but this gives it more of a basis in the game mechanics.

I tend to highlight important stuff (SR, fast healing, dodge) in color so that it stands out, either with a highlighter or printing the sheets that way. I rarely make a standard character sheet for an NPC unless they walk the line between ally and enemy.

As for leadership, I often use it as a way to build the villain's organization, and I use it often. Not that I don't mix paid mercenaries into the org, but I try to keep this one on the straight and level. High level NPCs may get added, for the same reason that the characters travel in a group: mutual survival.

-Fletch!
 
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I try to assign permanent modifiers for feats and magic items, stuff like iron will, keen, and weapon focus.

I'll also stat them in the most likely state, usually mid-heavily buffed. If I have a chance to stat them, that'll usually mean that it is a planned encounter so they'll seldom be caught napping. I do keep a tab of spells active but it is usually not included in the stat block because of prolific dispells. Before big fights I'll quickly jot down modified stats and be prepared to alter it.

I do "cheat" with skills in particular, I'll max rank key skills and roughly assign other skills. So long as it is possible and plausible this works.

I feel i have to do this because the 3rd ed stat blocks are more complex than before and unlike players I have to give multiple characters the feel of living, breathing member of the world. My forgetfulness needs to be compensated for else you'd have to wonder how they made level 12.

BTW, I do use feats like leadership, skills like bluff and the like. It may not be combat-savvy but it helps me estimate their resources and capabilities (plus it gives a bit of character).
 

I have the same trouble sometimes.

This may or may not work, but what you can try to do is visualize the NPC and attach a mental image of their main feat, special ability, in your head. After you create the NPC, take one minute to visualize him/her, then put an in unmistakable symbol of the ability/feat. You have an NPC who cannot be flanked? Simply run a picture of him backflipping out while being surrounded by the PC’s. Run the image through your head 3 or 4 times while looking at the stat-blok, sheet, miniature, etc. Hopefully, that image will trigger you to remember (or at least to know to look for) the ability when it comes into play.

You have a fighter NPC who can cleave? Picture him with a meat cleaver attached to his head and swirling around like a whirling dervish. Someone has dodge? Picture him there one moment, and then he leaves a looney-toons smoke trail the next. Resistent to acid? Try to think of him with an umbrella and a smile on his face as the PC’s are trying to pour acid on him.

It’ll probably only work for one main feat/ability at first, but if you get better at it you can probably do a few more. The thing is to make sure you can associate that image with the NPC’s card, sheet, miniature, etc. That’s why you’ve got to think about it for a minute after you create him. It might be a good idea to run through you list of NPC's for that night's session that the PC's might be fighting as well.

Let me know if it works if anyone decides to try it.
 

I used to do a lot of preparation for NPCs and monsters. But then I asked myself:

"Will the players ever notice if I just fudge things?"

It was quite a revelation when I realized that the answer was "no"... :D
 

Always role the dice behind a screen, never admit to how many hit points the NPC/monster has, and never be afraid to change things up on the fly.
 

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