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Rolling out NPCs

Started by eCK0, March 10, 2006, 03:08:04 PM

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eCK0

Since this is my first time DMing, I want to actually roll out all of my own NPCs instead of using templates.  What's the best way to go about that?  Right now I'm working on what are going to be personal trainers in a guild.  These trainers are going to be at level 20 already.  Should I roll out from level 1 and add to the character as if she were leveling?  Or is there a trick to the trade of starting a character past level 1?
 

Aelfinn

You know what I do? start with a concept for that NPC. then I open up Etools, make sure the NPC has the correct ammout of gold, and build a character.

If you don't already use some form of computerized character generation, i'd really recommend looking into it. it will really cut down your prep time to much more manageable levels.
Bedd Ann ap lleian ymnewais fynydd  
Iluagor Llew Ymrais
Prif ddewin merddin Embrai
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Name Lips

Starting from level 1 and going up one level at a time is the most accurate way, if you really feel you have to be this thorough.

I'd personally recommend just writing a character description for each one, and leaving stats out of it unless you intend to be running them through some sort of combat.
Next phase, new wave, dance craze, anyways, it's still rock and roll to me.

You can talk all you want about theory, craft, or whatever. But in the end, it's still just new ways of looking at people playing make-believe and having a good time with their friends. Intellectualize or analyze all you want, but we've been playing the same game since we were 2 years old. We just have shinier books, spend more money, and use bigger words now.

obryn

I think you're nuts. ;)

When I'm making NPCs I generally have 2 levels of work I'm willing to do...

(1) For incidental NPCs, I just make crap up.  I'm familiar enough with the rules that I can make somewhat realistic stats.  I don't bother with a full suite of ability scores; I arbitrarily assign bonuses, HPs, and whatnot on the spot based on their class, level, and assuming they have +3 to +4 in their primary relevant stats.

(2) For more important NPCs, I start with class/level, assign attributes as I see fit, assign fun equipment, and then just quickly stat them out for combat or whatnot.  I worry about feats & skills only as much as I need to.

If you roll up & go level by level for major NPCs in your game world, you'll get burned out before very long at all.  Making a 20th-level character is not a small undertaking.

-O
 

Nicephorus

I do it kinda like Obryn, mainly just take it on the fly. For NPCs that are kind of important, I use a quick NPC generator program, hit the button a few times until I get one that I like, then make 2-3 adjustments - they're not optimized but that's probably more realistic.
 
I use a computer character generator as if it was a PC only for those characters who are going to be interacting closely with the players for a long time and who will probably be in combat with or against them several times.

Varaj

Put me in the on the fly category.  I don't keep much in the way of stats.  I usually understand the rules well enough to generate live in my mind.
  1. A robot may not harm a human being, or, through inaction, allow a human being to come to harm.
   2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
   3. A robot must protect its own existence, as long as such protection does not conflict with the First or Second Law.

eCK0

Alright, thanks for the input.  Any particular computer program you guys prefer?
 

Ragnarok N Roll

Quote from: eCK0Alright, thanks for the input.  Any particular computer program you guys prefer?


NPC Designer kicks ass. The free demo made me buy it, I liked it so much.

Here's an example, took 3 seconds:

Cendaeanad   CR7
Male Human Rogue 4/Sorcerer 3
LG  Medium Humanoid
Init 3 (+3 Dex); Senses Listen +7, Spot +10
Languages Common, Gnoll, Ettin

AC 16, touch 13, flat-footed 13
hp 38 (7HD)
Fort +4 Ref +8 Will +7

Speed 30 ft.  (6 squares)
Melee +1 longspear +7  (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Special Atk sneak attack +2d6
Sorcerer Spells learned (CL 3, +6 melee touch, +7 ranged touch)
1st (6/day)--charm person (DC 13/W), comprehend languages (DC 13/W), protection from law (DC 13/W)
0 (6/day)--arcane mark, flare (DC 12/F), light, prestidigitation (DC 12), resistance (DC 12/W)

Abilities Str 14, Dex 16, Con 15, Int 15, Wis 12, Cha 14
SQ trapfinding, evasion, trap sense +1, uncanny dodge and familiar
Feats Alertness, Combat Reflexes, Endurance, Improved Unarmed Strike, Iron Will
Skills Appraise +8 (+6 ranks, +2 int), Balance +9 (+6 ranks, +3 dex), Climb +6 (+4 ranks, +2 str), Concentration +10 (+8 ranks, +2 con), Disguise +7 (+5 ranks, +2 cha), Escape Artist +9 (+6 ranks, +3 dex), Intimidate +8 (+6 ranks, +2 cha), Knowledge (Local) +3 (+1 ranks, +2 int), Listen +7 (+4 ranks, +1 wis, +2 alertness), Move Silently +10 (+4 ranks, +3 dex, +3 familiar), Search +9 (+7 ranks, +2 int), Sense Motive +8 (+7 ranks, +1 wis), Sleight of Hand +10 (+7 ranks, +3 dex), Spot +10 (+7 ranks, +1 wis, +2 alertness), Survival +6 (+5 ranks, +1 wis), Use Magic Device +8 (+6 ranks, +2 cha).
Possessions +1 leather, +1 longspear, potion of barkskin +5, potion of resist energy (fire) 20, 2 gp, 11 sp, 20 cp.

Personal Info: Background: Bounty Hunter, Ht: 6' 1", Wt: 195lbs, Hair: Red, Eyes: Blue, Age: 20.

Sneak Attack (Ex): Any time Cendaeanad's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 2d6 points of damage.

Trapfinding: Cendaeanad can use the Search skill to find traps with Search DCs higher than 20.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Cendaeanad takes no damage with a successful saving throw.

Trap Sense (Ex): Cendaeanad has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Uncanny Dodge (Ex): Cendaeanad retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Cendaeanad`s cat familiar: hp 19
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

Name Lips

Quote from: eCK0Alright, thanks for the input.  Any particular computer program you guys prefer?
For precision work, I use E-tools. For quick and dirty, I use some sort of NPC generator. Google for "NPC generator" and you'll see what I mean.
Next phase, new wave, dance craze, anyways, it's still rock and roll to me.

You can talk all you want about theory, craft, or whatever. But in the end, it's still just new ways of looking at people playing make-believe and having a good time with their friends. Intellectualize or analyze all you want, but we've been playing the same game since we were 2 years old. We just have shinier books, spend more money, and use bigger words now.

ColonelHardisson

I collect stat blocks. That is, if a book or product contains lots of statblocks, I'm more likely to buy it. I also take note of statblocks as I find them. Dungeon is a good source, as are products like Everyone Else. The Red Hand of Doom has a web supplement at the WotC site that has statblocks for everything in the module; it's big and its free. My point being that I can find a statblock for just about anything I might be looking for now. Of course, it's taken a couple years and a lot of book-buying.
"Illegitimis non carborundum." - General Joseph "Vinegar Joe" Stilwell

4e definitely has an Old School feel. If you disagree, cool. I won\'t throw any hyperbole out to prove the point.

el-remmen

Quote from: Ragnarok N RollNPC Designer kicks ass. The free demo made me buy it, I liked it so much.

How customizable is it?  I noticed you can add feats and spells.  How easy is that?   Also, can you make custom spell lists?  

I looked around the site some and the interface looked cool.
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Ragnarok N Roll

Quote from: the ultimate nullifierHow customizable is it?  I noticed you can add feats and spells.  How easy is that?   Also, can you make custom spell lists?  

I looked around the site some and the interface looked cool.

I've only modified the the script for gods and domains (its fairly easy) but you can create your own classes, feats etc. The encounter designer is coming along nicely too. I would suggest the best thing is to download the demo (if you haven't already) and get on the rpgattitude message boards for help with specific questions.
"God is dead" - Nietzsche

"Nietzsche is dead" - God.

Vascant

Quote from: the ultimate nullifierHow customizable is it?  I noticed you can add feats and spells.  How easy is that?   Also, can you make custom spell lists?  

I think as with anything, once you understand the system it is fairly easy.  Most of the better scripters today started with no real experience before hand, all you need is notepad and a desire to explore and create.

You can pretty much create any aspect of the game; skills, spells, synergy bonuses, weapons, armor, magic items, races, paragons, classes, bloodlines and templates.. just to name a few.

If you have any questions, feel free to ask at //www.rpgattitude.com or here and I will try to answer them.