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What’s the “wing it or roll it up” threshold for NPCs?

I like to make characters, so I don't mind statting up the NPCs in my Pathfinder campaign. Besides, I never know when a PC will go buck wild and start socking innkeepers in the jaw. It's therefore handy to have a few write-ups on hand. :)
 

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I only write them up if it sounds fun. So, when I'm in the mood, I write up NPCs (at varying degrees of depth, as whim strikes me). When I'm not in the mood, I wing everything else. I average about 3-5 minutes of prep time between my weekly sessions.

As always, play what you like :)
 

Like a few others above, I also have a large number of stock character sheets that I use for most of my NPCs. I do specific write-ups for certain, important individuals.
 

I use the 7 Sentence NPC model (reprinted in Paizo's great Dragon Compendium book) to create as much of the NPC as I need on the fly. Stats only matter if there's going to be combat, and even then, a_generic_clerk doesn't need special stats -- he's just the same as everyone else in his role, unless there's an extraordinary reason to vary it up.
 

I'd like to point out the link in S'mon's sig. It basically covers the minimal work needed for an NPC.

I think the most useful advice there for d20/3e is to not assign Attributes, but assign a +2 mod for "Good" stats, representing an Attribute of 14-15, to whatever the NPC is supposed to be unusually Good at, usually a couple Attributes. So a warrior might have +2 mods in STR & CON, a Scribe in INT & WIS, etc.

4e has somewhat inflated stats compared to 3e, for 4e I tend to use the NPC default array or whatever the offline monster builder generates, but I don't normally need stats for 4e noncombatant NPCs; it's more a case of giving the NPC an appropriate ad hoc skill mod like Religion +10 for the priest; if I wanted to I could work backwards to a rules basis for that (level 0, skill training +5, skill focus +3, WIS 15 maybe) but that's not necessary.
 
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I try to write some detailed NPCs without having a specific idea of how I'm going to use them. So I usually have some spare stats lying around if the situation demands it.

In people-filled areas, I've occasionally created an extra sheet full of character ideas; usually just a name and ability scores, perhaps with a class/level/profession attached. Just in case.
 

Yup. Pretty much like everyone else.

A name. A profession (or class if necessary). Description of basic or notable phsyical attributes (hair color/style, unusual height or girth, a mole here, a scar there). Simple few sentences on background, motivation, or any specific knowledge they might have, again if necessary.

The only reason stats are done up is if they are a classed NPC or I expect there to be combat. If not (or if combat comes up unexpectedly) stats get thrown in on the fly.

--SD
 

...Simple few sentences on background, motivation, or any specific knowledge they might have, again if necessary.


I remember seeing some blog article posted on this forum a few years back. it basically advocated not using boxed text, but instead bullet points for describing a room.

The logic being, you will adlib the description more readily, seeing key words to work into the description, than reading a boxed text.

The same concept may apply here. Forex:
tall and broad shouldered
blonde with blue eyes
grumpy, but sensitive
skilled blacksmith
 

I stat out every NPC that may possibly go into battle. I have stats for generic NPCs if I ever need to use them.

I don't like to make NPC stats up on the fly or reference a generic table (like in the DMG). So many players tend to think with a Player vs DM attitude and this just helps me prove to them that I am not out to get them (but my NPCs are).

Plus, I've seen annoying things happen when I was a player back in 2e. I hated when the DMs NPCs always seemed to have just the right spell memorized to thwart us, or he happened to have just the right amount of healing potions to keep us from killing him before he got away; stuff like that. I prefer to have all of that on paper so I won't need to cheat to "win".
 

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