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Stat rolling for NPCs

Started by Bloody Stupid Johnson, July 08, 2012, 02:19:39 AM

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Marleycat

Quote from: deadDMwalking;558557In the past, I always enjoyed rolling up NPCs, even apparently minor ones.  The stats might suggest a way of playing them that I enjoyed.  

However, time becomes increasingly valuable, and I can't always put the same amount of time into game prep as I used to enjoy doing.  

For that reason, I like to use 'default arrays', arranged as approrpiate for the particular enemy.  Major villains (at least, those intended to be) use the same generation method as PCs.  Usually 4d6 drop the lowest arrange as desired in 3.x

For some reason I haven't really done that but standard arrays should work perfectly. It's just that canny players may catch on.
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jibbajibba

I have a rule. You roll it you play it.

So you want to roll 3d6 straight then cool but there are no unplayable characters and their are no I will get this PC killed as quickly as possible cos he has 3 stats under 9. So generally if you die your next PC comes with a disadvantage because I am horrible.

We have to remember that people are playing to have fun though its not an exam. If the player hears about your cool campaign based on the Spartacus TV show and really wants to play it and then he rolls so badly that his only option is to play an unattractive especially clumsy house slave then I understand that they might not have much fun becuase that wasn;t the game they came to play. Rather than have those players trying to loose their weak PC I would rather have them roll a PC they want to play so I use 4d6 drop arrange. Remembering that what you roll you keep.

Players can get really creative. A PC a couple of hears back was shit really poor stats I think 1 15 and maybe 4 less than 9, so they played a child thief, with annoying heavy does of Short Round of course.
But it explained why the PC had 7 Str, 7 Wisdom and some other crappy stats. so meh.

In my heartbreaker I have 3 option to generate stats.
Each stat is  a modifier from -5 through to +5
You can
i) roll straight and keep the numbers in order. If you do and your total is less than -5 You can add 5 points anywhere , from -4 through to 0 you add 1,2,3,4
ii) you roll and arrange to taste. You get no bonus points
iii) you can point by and you will probably end up with a total of close to 0 but the scale is not smooth and so high bonuses are very expensive and so rare.

So effectively the straight roller has the best deal but if you really want to play a certain character idea you can go option 2 and if you want to eliminate all risk in return for a character who will be weaker than average you can do that as well.
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Exploderwizard

Unless the NPC is major or important I will just use a set of stock stats.

When prepping the start of a new campaign one of the first tasks is creating stock stats for NPCs and other creatures in the general area of play.

One set for standard guard, active adult, sedentary adult, typical child, and a few other commonly needed individuals. All these stats will be in the average to slightly below average range.

For a particular NPC that has a strongly defining characteristic, I will pick the characteristic and give it a decently high score. A smith might get a boosted STR & INT if he/she is supposed to be a really good at the craft.

Everyone else just uses the average stats for their category. Thats what average is. :)
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jibbajibba

Quote from: Exploderwizard;558619Unless the NPC is major or important I will just use a set of stock stats.

When prepping the start of a new campaign one of the first tasks is creating stock stats for NPCs and other creatures in the general area of play.

One set for standard guard, active adult, sedentary adult, typical child, and a few other commonly needed individuals. All these stats will be in the average to slightly below average range.

For a particular NPC that has a strongly defining characteristic, I will pick the characteristic and give it a decently high score. A smith might get a boosted STR & INT if he/she is supposed to be a really good at the craft.

Everyone else just uses the average stats for their category. Thats what average is. :)

I am basically the same but the net result is you don't need any stats.  Why stat out 2 dozen villagers if you know that the only exceptional ones are the blacksmith with 16 Str and 14 Co, the town drunk with 16 Wis and the old wise woman with 16 Chr that has no powers but used to be a bit of a looker

I am way to lazy to stat any of the other ones ... what is the point?
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Bloody Stupid Johnson

#19
Quote from: jibbajibba;558620I am basically the same but the net result is you don't need any stats.  Why stat out 2 dozen villagers if you know that the only exceptional ones are the blacksmith with 16 Str and 14 Co, the town drunk with 16 Wis and the old wise woman with 16 Chr that has no powers but used to be a bit of a looker

I am way to lazy to stat any of the other ones ... what is the point?

I can see the benefit being that as GM, the NPCs surprise you. You will get some silly answers occasionally, but it gives extra info for the GM as well that they can incorporate and use as inspiration. So if the tavern wench has an 18 Intelligence, perhaps she's also an apprentice for the local wizard, or has dreams of leaving and becoming a wizard, or the old cleric at the local temple rolled a 17 Dex so you decide that he used to be a thief in his younger days, but saw the light and dual classed...or if the you get a 5 for the innkeeper's Strength, its actually the innkeeper's young son at the bar while his ageing father (Con 7) is off sick...

EDIT: Granted its more work though. I don't think there are right/wrong answers, it just depends on how much idea the GM has in advance for what his NPCs are like.

Elfdart

Quote from: Bloody Stupid Johnson;558622I can see the benefit being that as GM, the NPCs surprise you. You will get some silly answers occasionally, but it gives extra info for the GM as well that they can incorporate and use as inspiration. So if the tavern wench has an 18 Intelligence, perhaps she's also an apprentice for the local wizard, or has dreams of leaving and becoming a wizard, or the old cleric at the local temple rolled a 17 Dex so you decide that he used to be a thief in his younger days, but saw the light and dual classed...or if the you get a 5 for the innkeeper's Strength, its actually the innkeeper's young son at the bar while his ageing father (Con 7) is off sick...

How many NPCs do you stat out like this? A small village like Hommlet would require you to roll a shitload of stats!
:confused:

QuoteEDIT: Granted its more work though. I don't think there are right/wrong answers, it just depends on how much idea the GM has in advance for what his NPCs are like.

For me it's a simple rule of thumb:

Important NPCs -roll stats, assign numbers if necessary to get the class you want.

Everyone else -assume they're average across the board with maybe 1 in 10 or 1 in 20 potentially being better or worse.
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Bloody Stupid Johnson

Quote from: Elfdart;558629How many NPCs do you stat out like this? A small village like Hommlet would require you to roll a shitload of stats!
:confused:



For me it's a simple rule of thumb:

Important NPCs -roll stats, assign numbers if necessary to get the class you want.

Everyone else -assume they're average across the board with maybe 1 in 10 or 1 in 20 potentially being better or worse.

True...maybe just the ones the PCs are going to run into (innkeeper, blacksmith, wisewoman, etc...). Or  just roll until you have enough weirdos for the whole village, then assign them an appropriate spot (village idiot, blacksmith, innkeeper, whatever) and the rest can be average.

I'd be more likely to be rolling a stat on the spot when improvising an NPC I hadn't planned out for whatever reason, but it'd probably be too slow to do the whole set.

Aos

D&D: For the most part, I assume that everyone is average and use hit dice for saves and attack bonuses and whatever. For a more important adversary or what not I might roll or craft something, but it's really not very likely. I do make up virtually all of my own monsters and critters, though.

ICONS: At one time I was using the software to make my npcs, but I know the game well enough that I can actually make characters up faster by hand. I usually replace coordination and prowess with a single number, assign a stamina score and go. If for some reason, I need more detail I roll it up on the spot- but that's only happened like once.
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JamesV

Quote from: J Arcane;558296I hate using PC stats for NPCs.  Especially monsters.  It's too damn much work for something that exists mostly to be murdered.

Both Drums of War and Hulks and Horrors use simplified saving throw values in place of full stats for their NPC monster stats, reserving full PC stats largely for special characters intended to be around a while.

I like it when a game has shorthands for NPCs. I too can't be bothered for a full stat sheet for certain characters. One reason I like sticking with certain systems is that after a while, I can draft up whole bad guys off the top of my head with the right level of difficulty I intended for the party.
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I almost never bother rolling stats for NPCs.  I assign NPCs whatever abilities I think they should have.  (And while they often are, they don't necessarily need to be "legal" according to PC chargen rules; I might have a 0-level tailor who can shoot a crossbow like a 7th level Fighter, or whatever...)
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Exploderwizard

Quote from: jibbajibba;558620I am basically the same but the net result is you don't need any stats.  Why stat out 2 dozen villagers if you know that the only exceptional ones are the blacksmith with 16 Str and 14 Co, the town drunk with 16 Wis and the old wise woman with 16 Chr that has no powers but used to be a bit of a looker

I am way to lazy to stat any of the other ones ... what is the point?

I don't bother statting out regular individuals. I just use the generic set for all npcs of a given type. Farmer Joe and farmer Bob don't get individual statblocks, they, along with the many other farmers use the generic active adult stats.

I like to have the generic sets available because you never know who will end up getting interacted with and how.

If the PCs stroll into town and the wizard wants to charm a beggar kid to serve as unobtrusive eyes and ears then having a set of stats on hand for important stuff like INT is handy.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Opaopajr

I will roll the crap out of NPC personality tables and roll some ad hoc reaction rolls between NPCs to flesh out a relationship network. Now that is useful and done way before NPC attribute stats. I usually like three adjectives to get a personality, and yes the AD&D DMG is solid gold for this stuff.

Knowing that the blacksmith is a belligerent boor with a heart of gold and has a bad reaction to the parsimonious but methodically protective town alderman is just priceless NPC information that writes its own living world interactions. (That and polysyllabic adjectives tend to wither the fun balloon of consummate math fapping munchkins! I kid, I kid. It's because I love, y'know...)
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KenHR

Like many others have mentioned, I don't stat out NPCs unless they're going to be actively participating in adventuring, whether as an ally or antagonist.  No point to it.
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The only times I ever roll stats for NPCs is if they are basically party members; and even then sometimes I don't.

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