GM Notebook Essentials #5: NPC Stats (Part 2: The NPC Matrix)
First and foremost, here are some simple, quick, and dirty numbers for NPCs:
Poor:.......-2
Average:...0
Good:.......2
Superior:...4
Remember those numbers and you’ll be able to handle a lot of odd situations with your NPCs. Allow me to explain…
What is the biggest problem with instant NPCs? The biggest problem is the need to generate ability scores. Ability scores, after all, determine a lot of bonuses. And for a 1st level character, ability scores can impact a d20 roll greater then his class scores! Odds are a city guard will get a better bonus out of his strength than his one level of warrior.
So the real question is, what to do about ability scores when you need stats ASAP?
Shhh… I’m going to let you in on a dirty little secret in the d20 rule system. Don’t tell anyone.
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Ability Scores don’t matter.
You heard me right. For you, the DM, ability scores do not make an ounce of difference to the rules. If you were a player, they have two uses of relevance. First, they are required as prerequisites for some feats. Two, they determine the highest-level spells a spell caster can cast.
“But Nightcloak”, you say, “Ability scores give us modifiers to armor class and to hit bonuses and spell DCs and… and… dude, you’re on crack.” The answer is no on both accounts. Ability scores do not do that, technically. Ability score bonuses do that, and that is the only thing we really care about at the end of the day. You don’t need to create a bunch of ability scores when the only thing you are going to do is just look at it for bonuses anyway.
As a DM you can waive the other two uses for ability scores. If you want an NPC to have a feat or be able to cast spells of a level, well then it simply is. Like you would really build a wizard that couldn’t cast his highest-level spells.
That’s what the chart above represents in a pinch. Ability score bonuses of some DNPC you need to know…now.
When you need to determine a bonus for an average 0 level NPC. Just ask yourself, “Would this NPC have poor, average, good, or superior abilities at doing [the task]?” If it is something that the NPC should be good at, then the ability score is “good” (a +2 modifier). A warrior working for the city guard probably has a good strength score but an average charisma (a +0 modifier). Why? If he was better at his social skills, then odds are he would be working for someone else other than the city guard. Remember, this isn’t detailed or reflects all possibilities. It’s called quick and dirty for a reason. It is a quick number based on averages. If you want a highly sociable city guard, then that is cool too. But I’d make a note of it and detail such a character better since you’ve already invested the time in the concept.
On that note, don’t give out a superior to too many NPCs, if they are that good at something then they are worthy of making a side note and fully fleshing out later. Most commoners have a NPC class for a reason: They’re common. First level NPCs with player classes suffer from the same basic restriction. Again, that is the statistical average.
That brings us to the NPC Matrix.
I have attached it below. Feel free to use it or create your own.
The first part shows you the base bonuses for a 1st level character. If you need to know a score for a DNPC, just consult the chart and pull the number you need.
You’ll notice I categorized the skills. When you are in the middle of gaming, I have found it easier to broadly categorize the skills and just run with them, simplicity in effect. I do believe they are self-explanitory. The class skill category is a catch all for a skill any one class would obviously have. Wizards are going to have spellcraft, rogues are going to have tumble, and clerics will have heal. Some skills can be covered in more than one category, and that’s fine, this is a quick reference that covers the bases so you can get back to the action. Remember, quick and dirty – the players will likely never see this NPC again. Some skill categories are half represented by the class, so I reduced the possible skill ranks to reflect that fact.
Important Legal Statement: I cannot say this enough. This form is not 100% accurate. A rules lawyer can pick it apart. It is assuming probabilities and will require some old fashion GM judgment calls. This chart assumes a few rolls and then the NPC is off stage.
The charts for the higher levels is included incase you need something quick. “L” represents “Level”, or the NPCs level, and all fractions are rounded down per the core rules. This is little math heavy, but a lot quicker than pulling out a whole character (unnecessary for a character that is a “one roll wonder”). When you get use to doing it, you can pump out info without blinking.
This chart is good for base info but is certainly not optimum for higher levels. The higher level you go, the more feats and magic an NPC should have that would need to be added into the bonuses, and thus the more lacking the numbers really are. For encounters with high-level NPCs, see part one of this article. Or, if you have a 3.0 copy of Core Rule Book II (DM’s Guide), there are some great charts that do reflect all levels and crunched numbers. The reason I invented this sheet was that I wanted everything in one book and didn’t want to flip through a dozen pages for one roll. But for detail, that is the way to go (and I do get some great use out of those charts when necessary). However, if you need one quick skill bonus then this chart will save you more time, even for high level characters.
Incase you do have combat; I’ve included a few common weapons with room to add a few of your own. That way everything is on one page.
Putting it together.
OK. Now that I’ve turned over the table on conventions, lets put it together in a few examples.
Example #1:
Our PCs follow a road to a walled city and need to pay a tax to enter the city. It’s a mere silver piece each. Unfortunately, they are wanted in some parts of the country due to a missing gem incident at the Old Mill Inn several villages ago. So they decide to bluff their way past the guards (1st level warriors) and the tax collector (3rd level expert).
City guards are 1st level warriors that have a +0 for social skills but I’ll say his stats (wisdom) is “good” due to the fact he is assigned to watching the gate. “Good” is a +2 bonus added to his skill bonus of +0. You can safely roll a d20 and add +2 to his Sense Motive check. The players have a good chance of pulling one over on him.
The tax collector, however, is another story. His social skills at 3rd level are 3+3 (L+3) or 6. It can be safely said that he also has good stats for wisdom. +6 skill bonus to a “good” stat (+2 bonus) is a bonus of +8! Roll d20 and add +8 to the roll. Now things get more interesting!
Odds are, my players would attempt a bribe at this point so I would give them a +2 to +4 circumstance bonus to their bluff check.
Example #2:
The players fail the bluff check. I inform the players the tax collector is honest and identifies the characters to the guards. Initiative is rolled and now I have combat on my hands for several 1st level warriors and one 3rd level expert that were window dressing 5 minutes ago.
Checking my chart, I see warriors have 8 hit points, a +1 bonus to hit, and a +0 bonus to reflex if the Wizard decides to make them do the fireball dance. City guards warrant a good stat to strength so they get a +2 bonus to hit and damage for a +3 total bonus to hit.
3rd Level experts have 12 hit points (level –1 x 3 + 6), a +2 bonus to hit (3 x .75 rounded down), and I figure he has an average strength (that is why he is an expert and stuck out at the gate). No strength bonus means he keeps the +2 to hit bonus.
The warriors have spears and the expert has a longsword so I know what the weapons stats are by my chart also. We are ready to roll!
Final thoughts.
Checking a base number and applying an ability bonus is the crux of the d20 system. Sure, at higher levels, other bonuses do apply from feats and magic, but how many disposable NPCs are going to specialize with feats or have magic? You only need to know those two numbers and your set. The matrix gives you the first and a quick judgment call will give you the second.
It may take a little getting use to, but when you do, you won’t miss a beat on the action.