Rules for Designing NPCs?

rowport

First Post
I am converting some old A Series modules from 1e into 4e. I see the most-basic rules for creating NPCs in the DMG, but wonder if there is a more detailed process identified anywhere? Basically I am looking for a step-by-step guide for Dummies style.

Any tips or references are helpful!
 

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I am converting some old A Series modules from 1e into 4e. I see the most-basic rules for creating NPCs in the DMG, but wonder if there is a more detailed process identified anywhere? Basically I am looking for a step-by-step guide for Dummies style.

Any tips or references are helpful!
It's all covered by the section in the DMG. Choose a race, apply the class template, and select the powers. Done.

If you want to create NPCs with non-player classes, just use the statblock of a similar monster and 'reskin' it. Maybe add a template or exchange some powers. NPCs don't have to follow any rules for PC creation, so you're free to get creative.
 

If you want to create NPCs with non-player classes, just use the statblock of a similar monster and 'reskin' it. Maybe add a template or exchange some powers. NPCs don't have to follow any rules for PC creation, so you're free to get creative.
This.

Actually, I want to make that a strong recommendation.

4E seems to be more fun when you create new monsters with abilities no PC can ever have.

So I'd keep the Monster Manual ready and simply loot it for monsters.

Is it a reasonably competent Fighter or Warrior (such as a City Watchman) - use the Human Guard stats. Is it perhaps the head of the thieves guild - check out the variants on Tiefling (even if the NPC is a human or halfling or whatever). Check out the NPCs in published adventures (even the NPCs in the Town of Fellcrest you find at the back of the DMG) - you will see they have unique abilities that can't be explained simply by them being a certain class or race.

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As a fellow former 3E DM I fully understand your initial idea. It's completely natural to assume the "correct" way to convert NPCs is to make them NPCs in 4E, and thus to use the NPC creation rules in the DMG.

However, reskinning monsters not only saves you a lot of time, it quite possibly will give you better results too! :)

Simply put, 4E is much less about NPCs as a combination of class + race like in 3E. There are explanations, of course.

A quick hint is that player character abilities aren't the best ones for NPCs and monsters. And vice versa. Monsters can - and should - have nifty powers that would be inappropriately strong in the hands of the players. And giving out healing (such as Second Wind) only makes sense for player characters (who are expected to come back from blows to carry the day - if given to NPCs, you only delay the end of the fight, and why then not simply give them more hit points to begin with?)

Instead, the best monsters are ones made up completely from scratch, without any nods to character classes. That is, use monster stats for your NPCs, reskinning as required.

If nothing else, your NPCs become individuals, and not just "yet another Human Fighter level 2"

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That said, if you do want to check out the results of the NPC generation rules, you should have a look at http://www.enworld.org/forum/4e-fan-creations-house-rules/247602-book-npcs.html

There all the work is done for you. Just pick and choose!
 

...So I'd keep the Monster Manual ready and simply loot it for monsters.
...As a fellow former 3E DM I fully understand your initial idea. It's completely natural to assume the "correct" way to convert NPCs is to make them NPCs in 4E, and thus to use the NPC creation rules in the DMG.

However, reskinning monsters not only saves you a lot of time, it quite possibly will give you better results too! :)

Simply put, 4E is much less about NPCs as a combination of class + race like in 3E. There are explanations, of course...
Capn-

Thanks, that is really helpful. I read all over the place about how easy it is to create monsters and NPCs for 4e, but still feel like I do not quite grok how it works (despite having re-read the DMG pages several times). I think you nailed it: I am looking for a "conversion tool" where one does not really exist. Similarly, I am expecting to rebuild 1e NPCs in 4e terms, but that might just not make sense.

I started by using PC design rules to make real "conversions" but quickly realized that was a waste of energy, because the resultant NPCs are literally too detailed to be useful (with extraneous powers that exceed the number in NPC guidelines).

OK, so let me try a real example. I have an orc witch-doctor in the original A1 module (dungeon room 16 for anybody interested). He is a cleric 3/magic user 3 in 1e rules. Where would I start with this guy? Should I look for "orcs" from MM? Or maybe start with "cleric" NPC and add some orc traits and/or wizard powers? Are there any guidelines for which power levels are appropriate to swap?
 

OK, so let me try a real example. I have an orc witch-doctor in the original A1 module (dungeon room 16 for anybody interested). He is a cleric 3/magic user 3 in 1e rules. Where would I start with this guy? Should I look for "orcs" from MM? Or maybe start with "cleric" NPC and add some orc traits and/or wizard powers? Are there any guidelines for which power levels are appropriate to swap?

What level do you want it to be in 4e? I don't see any Orcs in the MM that seem to fit the cleric/magic user type role, but you could always find another monster in the MM that fits the role and level you're looking for and just reflavor its abilities.
 

Why not have a look at the back of the MM, and see if any leaders (L) are the right level. Then take a look at them, and simply remove the bits that depend on their race, and add the ones for an orc. This method has worked very well for me. Possibilities include the Kobold wyrmpriest, the goblin hexer, the hobgoblin warcaster, the human mage or even the orc eye of gruumsh.

This was you can usually just play them out of the book, and remember the different racial abilities.

Having said all of that, I think NPCs are very interesting as opponents, and make a nice change from monsters. They tend to be dangerous, so I'd tone them down compared to the DMG- as with any monster, check that they are about the right attacks and defences as in the DMG. Don't give them second wind though.

It's sometimes nice as a player to fight something which has some of the same abilities as you, and against parties with simmilar roles. Not something to use routinely though.
 

I started by using PC design rules to make real "conversions" but quickly realized that was a waste of energy, because the resultant NPCs are literally too detailed to be useful (with extraneous powers that exceed the number in NPC guidelines).

This is why the NPC design rules give fewer powers and no feats or equipment to worry about. Someone who might only show up for an hour's play (NPC) doesn't need the same level of detail as someone who will be present for every session of a 30 level long campaign (PC)


OK, so let me try a real example. I have an orc witch-doctor in the original A1 module (dungeon room 16 for anybody interested). He is a cleric 3/magic user 3 in 1e rules. Where would I start with this guy? Should I look for "orcs" from MM? Or maybe start with "cleric" NPC and add some orc traits and/or wizard powers?

Those are all valid approaches. You could build him as an NPC using the rules in the DMG. Or you could apply the class template to an existing orc monster. Or use some other monster that does the sort of thing you want and reskin it as an orc. Or build it as a PC. Or create a whole new monster from scratch.

To some extent it depends on what you want to do. Another bit to consider is how much work you want to put into this: are you strapped for time? Is this guy worth the time spent designing an entirely new creature?

One thing to consider is using the Orc Eye of Gruumsh from the MM, who is already an orc shaman type. If that guy doesn't work for your purpose, determine why it won't and change that. Replace some of his powers with other ones, or increase or decrease his level. If he doesn't work at all, figure out why he doesn't do what you want and either find a creature that does or design one that does.
 

OK, so let me try a real example. I have an orc witch-doctor in the original A1 module (dungeon room 16 for anybody interested). He is a cleric 3/magic user 3 in 1e rules. Where would I start with this guy? Should I look for "orcs" from MM? Or maybe start with "cleric" NPC and add some orc traits and/or wizard powers? Are there any guidelines for which power levels are appropriate to swap?
As others have already mentioned a good first step is to think about the monster's role and look for the available ones in the desired level range.

But your example reminded me of something else that is important when converting older modules for 4E:
Try to think about encounter areas rather than single rooms. Encounters with single monsters generally aren't as fun as those with many monsters that have a mix of roles. So, assuming, you expect the witch-doctor encounter to involve combat, I'd look at other monsters from adjacent or nearby rooms and combine them into a single encounter.

You may also want to increase the scale of the dungeon maps. In 4E combat movement is very important, so make sure there's plenty of room to maneuver.
 

Capn-

Thanks, that is really helpful. I read all over the place about how easy it is to create monsters and NPCs for 4e, but still feel like I do not quite grok how it works (despite having re-read the DMG pages several times). I think you nailed it: I am looking for a "conversion tool" where one does not really exist. Similarly, I am expecting to rebuild 1e NPCs in 4e terms, but that might just not make sense.

I started by using PC design rules to make real "conversions" but quickly realized that was a waste of energy, because the resultant NPCs are literally too detailed to be useful (with extraneous powers that exceed the number in NPC guidelines).

OK, so let me try a real example. I have an orc witch-doctor in the original A1 module (dungeon room 16 for anybody interested). He is a cleric 3/magic user 3 in 1e rules. Where would I start with this guy? Should I look for "orcs" from MM? Or maybe start with "cleric" NPC and add some orc traits and/or wizard powers? Are there any guidelines for which power levels are appropriate to swap?

No real guidelines other than "attack, hp, defenses, damage, etc" should all stay within a certain range or average for its level.

Using your example...

First, I'd try and figure out what 4e level it should be (what level are the PCs supposed to be for the module? And is that orc supposed to be a super tough monster for that level? Or about the same?)

Then I'd figure out the role (from the monster roles)

Then I'd figure out which monster fills that role, within 2-3 levels of your level target.

Then I'd adjust level up or down of the 'similar' monster to the target level

Then I'd reskin it to an orc, reflavor any of the powers, and maybe swap a power if you feel it still lacks some 'trick' that you want it to do.

So (i'm making up numbers here)...

Let's say your orc witchdoctor should be level 4. And that you want it to fill the controller monster role. I then flip through the MM and find the Goblin Hexer (mmp137) to be closest to what i want.

So I level it up one level using the DMG guidelines (which means the defenses and attack each go up by one, hp increases by 8, and xp goes up to 175).

I then reflavor the goblin to be an orc, so i remove the goblin racial powers (goblin tactics) and replace it with an orcish racial power.

Then, let's say I also want a little more on the original monster's healing role. So I replace incite bravery (which wouldn't do anything since it's an orc not goblin now) with "incite courage" that grants 5 temp hp when an ally within 5 squares charges. - yes, I just made up incite courage.

And then any physical changes to appearance...

That's really all I'd do.. (or apply the appropriate template if i wanted to make it an elite monster).

moral of the story: you hit it on the head when you said you're looking for more formal rules where there are none. There are GOOD rules, but they are very free form rules that give you a lot of freedom.


Disclaimer: I'm not claiming the above is the best thing in the world. just was used as a quick and dirty explanation for what the OP is asking.

Edit: crud, I just noticed that there is already an orc that might fit what you're looking for - Eye of Gruumsh, MMp204)
 

Glad to be of service, rowport! :)

And to fba827: I'm sort of glad you missed the Eye first time around, because your example was very illustrative (and saved me having to type up something similar!)...
 
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