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NPCs

Started by Ariel Hapzid, August 01, 2008, 12:00:51 AM

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Ariel Hapzid

So has anyone read the new rules of NPCs? Instead of having to write up a whole stat block for everyone. Based upon how much they interact with the PCs depends on how much you actually have to write about them.

the_taken

I have no idea how to say this any nicer.: One never had to write up stat blocks for everyone. One always wrote enough information based apon the level of interaction that was predicted the PCs would care about. These rules are not new, they are refurbished for 4e.

Ariel Hapzid

Well there really was a nicer way of saying that. Any ways, I was pointing it out because as a Campaign Builder, I always try to compare myself to the books put out by Wizards. If you look in the 3rd edition Forgotten Realms Campaign setting they put stats to all sorts of NPCs (not just the main characters)

Right now, I'm looking through the Greyhawk Gazetteer and they add levels to EVERY person mentioned.

They do it like this: Theocrat Ogon Tillit, (LN male human Clr16 of Pholtus)

I was merely commenting on the better, more uniform way of presenting NPCs.

Ra-Tiel

I don't bother with statblocks in 4E at all.

The PCs are there to do the heroic stuff and are not supposed to run back to some uber-NPC to handle the situation for them if they bite off more than they can chew.

For skills, I simply estimate if the NPC is able to know whatever the PCs want to know, and if yes whether or not the NPC would be "trained" in the relevant skill, and go with that (1/2 an appropriate level, +5 for trained, +2 or +3 for ability).

Pellanor

I have the bad habit of over statting most of my NPCs. Full blown stat blocks for everybody. This is something I'm trying to get away from, as it creates a lot more work for me.

I do like how quick and easy it is to put together NPCs in 4e. That's something I'm going t be trying to emulate with my system.
One of these days I'll actually get organized enough to post some details on my setting / system.

Ariel Hapzid

YEA! I really like the 7 sentence method.

Pair o' Dice Lost

It's not really that big of a deal for me; I usually use a few pre-written stat blocks ("Fire Priest" or "Defensive Warrior" and so on) and just whip them out if a given NPC needs to have combat stats, so I rarely stat out individual NPCs at all.
Call me Dice--that's the way I roll.
Current setting: Death from the Depths; Unfinished Setting I'll Probably Get Back To At Some Point: The Living World of Glaesra
Warning: This poster has not maxed out ranks in Knowledge (What the Hell I'm Talking About).

Lmns Crn

Mostly, I just make up numbers as I go. You folks are working too hard.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Pellanor

Unfortunately I'm not good at making stuff up on the fly. It's something I'm trying to work on though.
One of these days I'll actually get organized enough to post some details on my setting / system.

the_taken

Making up stuff on the fly is difficult, but individually stating out every single NPC is an insane amount of work for nothing. A good trick is to keep a stock of stat blocks for common NPCs, just like you have a stock set of Orc Bandits, or Goblin Raiding Parties.

Commoners come in four varieties: Child, Peasant, Militia, Zombie. In D&D3.x, the forth is already in the Monster Manuel, so lets make the other three:

Child (Level 1 Humanoid) CR - (Non-combatant)
Size/Type: Small Humanoid (Human)
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 25 ft. (5 squares)
Armor Class: 12 (+1 Dex, +1 Size)
Base Attack/Grapple: +0/-6
Attack: Sling Shot 1d2 Bludgeoning (no-crit), Ranged (15ft inc.) non-lethal
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Evasion
Saves: Fort -1, Ref +3, Will +0
Abilities: Str 6, Dex 13, Con 8, Int 10, Wis 11, Cha 11
Skills: Hide +5, Listen +0, Search +1, Spot +0
Feats: Annoying, Skill Focus (Play)
Environment: Any civilization
Organization: Single, Pair, Gang (3-7), Orphanage (10+)
Treasure: None
Alignment: Usually Neutral Evil
Advancement: None

This is a human child. They are relatively harmless, but their Annoying feat makes them very difficult to subdue in a grapple. Consider kicking them, or owning an ornery dog to avoid/dissolve confrontation.
Note: Some children have the Run feat instead of Skill Focus (Play)

New Feat: Annoying [CHILD]
While harmless, this character is more trouble than is at first realized.
Benefit: During a grapple, as an attack action, the child bites, kicks or otherwise fights back in an unpredictable manner. By succeeding on a grapple check with a +12 bullshit bonus, the child attempts to Stun the grappler. A DC 15 Will save allows the the grappler to avoid being stunned. Mindless creatures or creatures without a metabolism are immune to this ability.
Special: Only a child may have this feat. Apon becoming an adult, they lose this feat in its entirety, and must choose another to replace it.

Peasant (Level 2 Humanoid) CR - (Non-combatant)
Size/Type: Medium Humanoid (Human)
Hit Dice: 2d8-2 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex)
Base Attack/Grapple: +0/+0
Attack: None
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort -1, Ref +3, Will +0
Abilities: Str 11, Dex 13, Con 9, Int 10, Wis 12, Cha 8
Skills: Hide +1, Listen +5, Search +1, Spot +8
Feats: Skill Focus (Spot), Run
Environment: Any civilization
Organization: Single, Pair, Gang (3-7), Mob (10-50)
Treasure: None
Alignment: Any
Advancement: None

This is a common human peasant. It spends it's time working, drinking or avoiding work. If any form of danger is present, it will attempt to flee if possible, or plea for its life, unless it is part of a mob.
With an inspiring speech, a peasant can either become part of a mob, or be upgraded to militia.

A Militia unit is a Peasant with light armour proficiency and either weapon proficiency with a two handed simple weapon, or a one handed simple weapon and small shields. Militia have a CR of 1/2 on their own, but are usualy organized into squads or mobs.

------

There you go. Emergency stats for plebeians and civilians. I'll come back and do Tavern Owners in a momnet.

Nomadic

Haha those are awesome (I love the annoying feat). Now lets see some statting for drunks. After all, whose ever heard of a classic crawl without a start in a tavern?

Pellanor

+12 bullshit bonus FTW!
One of these days I'll actually get organized enough to post some details on my setting / system.

Moniker

Name
Age/Gender/Race/Occupation
Quirks

That's all I ever use.
The World of Deismaar
a 4e campaign setting

Ariel Hapzid

AHHHH THE STAT BLOCKS ARE FROM 3.5!!! IT BURNS!!!