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Tips on stat blocks for NPCs/Monsters?
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<blockquote data-quote="S'mon" data-source="post: 1500615" data-attributes="member: 463"><p>See attached form.</p><p></p><p>Based off original post by Henry:</p><p></p><p>NPC Creation Rules</p><p></p><p>I have a system I use that works well for me, regardless of play level. It was written for classed creatures and NPC's, but works also for "unleveled" critters - at least for me.</p><p></p><p>DISCLAIMER:</p><p></p><p>This method will not work well for Major NPC’s, and Major Villains. If you want to give certain villains their utmost prowess, you may need to stat them fully. However, this will work for 80% of the “shock troops”, shop keepers, bellhops, stable boys, scullery maids, and senators and mayors your PCs will ever meet.</p><p></p><p>1. Start with Name, Alignment, Class, Level, and details. Write these down. That’s it. No need to be specific if this is an NPC they won’t be fighting. </p><p>2. If you need a specific skill (this is a skill that is actually coming into play; NPC is bargaining with PC’s, NPC is repairing armor, etc), then figure if the NPC is just decent, or GOOD at that skill. If decent, assign 1 skill rank per level. If GOOD, assign skill ranks = level +3. </p><p>3. Don’t worry about attributes unless needed. If needed, figure which how many scores the NPC is GOOD at, and assign scores of +2 (ie 14-15) to those. Everything else, assume average. </p><p></p><p>'Typical' 16 point buy NPC : 1 GOOD, 5 average.</p><p>'Competent' 20 point buy NPC: 2 GOOD, 4 average</p><p>'Elite' 24 point buy NPC: 3 GOOD, 3 average</p><p></p><p>3. Don’t worry about FEATS until needed. Feats hide a multitude of sins. </p><p>4. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up a bit). BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor. </p><p></p><p>5. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up). </p><p></p><p>For Conan NPCs of levels 1-9</p><p></p><p>Hit Die CON bonus HP/level</p><p>d6 0 4</p><p>d6 +2 6</p><p>d8 0 5</p><p>d8 +2 7</p><p>d10 0 6</p><p>d10 +2 8 </p><p></p><p>BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor. </p><p></p><p>6. If NPC is a monster, and you EXPECT to get into combat with them, write down AC, touch AC, speed, Melee and Ranged attack, damage, and hit points. That’s it. Figure out feats and skills JUST like you do for other NPC’s.</p><p></p><p>You will wind up with characters that are only 80% accurate. Will this matter? NO. But you will wind up with generic monsters and NPC’s that took you all of 30 seconds to stat, that are playable, and for whom your players won’t be able to tell the difference.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1500615, member: 463"] See attached form. Based off original post by Henry: NPC Creation Rules I have a system I use that works well for me, regardless of play level. It was written for classed creatures and NPC's, but works also for "unleveled" critters - at least for me. DISCLAIMER: This method will not work well for Major NPC’s, and Major Villains. If you want to give certain villains their utmost prowess, you may need to stat them fully. However, this will work for 80% of the “shock troops”, shop keepers, bellhops, stable boys, scullery maids, and senators and mayors your PCs will ever meet. 1. Start with Name, Alignment, Class, Level, and details. Write these down. That’s it. No need to be specific if this is an NPC they won’t be fighting. 2. If you need a specific skill (this is a skill that is actually coming into play; NPC is bargaining with PC’s, NPC is repairing armor, etc), then figure if the NPC is just decent, or GOOD at that skill. If decent, assign 1 skill rank per level. If GOOD, assign skill ranks = level +3. 3. Don’t worry about attributes unless needed. If needed, figure which how many scores the NPC is GOOD at, and assign scores of +2 (ie 14-15) to those. Everything else, assume average. 'Typical' 16 point buy NPC : 1 GOOD, 5 average. 'Competent' 20 point buy NPC: 2 GOOD, 4 average 'Elite' 24 point buy NPC: 3 GOOD, 3 average 3. Don’t worry about FEATS until needed. Feats hide a multitude of sins. 4. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up a bit). BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor. 5. If combat is needed, hit points are slightly above average (Level multiplied by half of hit die number; round up). For Conan NPCs of levels 1-9 Hit Die CON bonus HP/level d6 0 4 d6 +2 6 d8 0 5 d8 +2 7 d10 0 6 d10 +2 8 BAB is = level, 3/4ths level, or ½ level, based on class. Armor class is = armor. 6. If NPC is a monster, and you EXPECT to get into combat with them, write down AC, touch AC, speed, Melee and Ranged attack, damage, and hit points. That’s it. Figure out feats and skills JUST like you do for other NPC’s. You will wind up with characters that are only 80% accurate. Will this matter? NO. But you will wind up with generic monsters and NPC’s that took you all of 30 seconds to stat, that are playable, and for whom your players won’t be able to tell the difference. [/QUOTE]
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