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| #1loopyJul 31, 2003 6:25:07 | "Every NPC Deserves a Fair Chance." --The Late, Great Gary Jackson You spend hours upon hours every week creating memorable adventures. If you were getting paid for this, your week's pay would likely allow you to finance a small house. How much of that time do you devote to NPCs? Honestly, how long does it take to come up with a decent plot and some flavor text. Not long, when you think about it. It's those NPCs and all the book-keeping that comes along with them that chews up your time. Those NPCs deserve a fair shot in their short life. I understand that not all NPCs are enemies to your players, but the ones that really, really matter need that extra bit of attention and that's what this little article is all about. Your Antagonist NPCs exist merely to be defeated by the PCs. You work them up to be beaten by the Dwarf Fighter's warhammer, pierced by the Elven Ranger's arrows, disemboweled by the Human Druid's Dire Tiger animal companion and to have his spleen punctured by the Halfling Rogue's Rapier. And somehow we, as DMs find this sort of thing fun. We love it, but it certainly should take a bit longer than a scant one or two rounds of combat for the players to accomplish. I have heard a lot of DMs new to the trade post rather flustered comments about how the PCs decimated their main Antagonist. I promise... when you put a level 13 wizard in a closed 30'x30'x10' room all by himself, even a group of level 10 PCs who had gone through ten EL 10 encounters will likely mop the floor with the poor guy. I've come up with several tips that will help you to create more challenging and likely more interesting Main Antagonists and other NPCs. General NPC tips: 1) Use the same feats you would if you were playing your NPC as a character. Fighter NPCs, especially guards should probably have Quickdraw. There's no sense in the party Barbarian getting a free charge attack against some poor sucker farm boy in breastplate who doesn't have the sense to draw and attack in the first round of combat. Improved Initiative is kind of a no-brainer. 2) The Longsword is not the only weapon in the game. Guards really should use Halberds or Ranseurs. A guard with reach who doesn't have to draw his weapon is a real asset. These guards who win initiative should ready an action to attack anyone who comes near them. First, they'll get their attack of opportunity for having a reach weapon, then they'll get their readied actions. If they have Longspears, then they'll simply get double damage. Very useful. 3) He can afford a dagger. Make sure all your NPCs carry a light weapon for those nasty grappling Half-Orc Half-Troll Barbarians with Improved Grapple and belts of giant strength. For that matter, every NPC should have at least three weapons to choose from. They need not all be masterwork, but most characters are crippled if their primary weapon is destroyed, knocked out of their hand or useless in a reach situation. 4) One NPC isn’t enough. A single NPC fighter or Wizard of a CR equal to the PCs is a bloodbath waiting to happen. This will not take away one tenth of their resources, but will add the poor NPCs loot to their own resources. Single opponent fighting is nice for monsters, but NPCs just don't have the hit points to stand up against an assault like that. Two opponents each of a level lower than the party will do nicely. Three and four opponents each with three or four levels less than the members of the party are useful in the higher levels. These NPCs should all have something in common or something they can exploit between themselves among the PCs. A level 10 party will have a much more fun time against four level seven Rogues than a single level ten wizard. 5) NPCs don't live in a vacuum. Allow NPCs listen checks to hear PCs who are fighting in nearby rooms or moving through nearby corridors. Also, NPCs are as likely to be on the move as not. Be sure to check for random encounters and check off these defeated NPCs from somewhere in the dungeon. 6) Monsters make great allies. Pairing an NPC with a tough monster can be her saving grace. The PCs will have a hard time deciding between the two. With any luck, they’ll converge upon the higher-HP monster or, better yet split their attacks between the two. Your NPCs, of course should always gang up on one PC at a time… unless they are very, very unintelligent. Even the dumbest of animals understand the concept of swarm tactics. ANTAGONIST Tips: 1) Main Antagonists have allies too. Even if your Main Antagonist has a CR higher than the Party Level, she should be accompanied by at least a few minions. Psions make good allies (trace teleport can be quite a useful power) as do clerics (never-ending hit points). Most Antagonists have trust issues, but they are, for the most part not stupid and they know the value of a reliable group of protectors. Try mixing it up a bit. for example, your level 10 party of four mixed characters might face a level 12 Antagonist Wizard with a level 8 Psion, Level 8 Fighter, a level 6 Rogue and a level 6 Cleric. This is a very good group that will test a party's mettle and will be worthy of a conclusion to a major part of your storyline. 2) Abjuration is your friend. From shield to repulsion, the school of Abjuration can be the saving grace for your major Antagonist. Whether cast by the ANTAGONIST himself or one of his allies, they form an important defense against possible threats, even if they only serve to rid them of a few pesky dispel magic spells. The Cleric spell shield other can save your Antagonist Wizard's life, I suggest you make use of it. 3) One Antagonist? Why? When four level twelve players face off against four NPC Antagonists of an equal level, you know the fur is going to fly and it'll be an event long remembered, whether for good or ill. Be sure not to completely design this group to thrash your players, make them organic and give them varied abilities. A group like this can keep the PCs on their toes for an entire campaign and will quickly gain the enmity of your players as their personalities emerge. Be careful of using monsters here, because they can quickly increase the lethality of the encounter. 4) Location, location, location. An Antagonist Sorcerer with the fly spell will not cage herself in a 30'x30'x10' room. A Psion with various Psychoportation powers will not strand himself in a huge room. Make certain your intelligent Antagonists use the terrain to their advantage. Most Antagonists are megalomaniacal and paranoid. Keep this in mind when building their strongholds. For instance: What’s better? A level 14 wizard in a 60’x60’x60’ room or a level 12 wizard on the high roof of the same building accompanied by a Huge Air Elemental? Think about it. In conclusion: I hope that these points improve your game by making things more challenging and fun for your players. I hope it makes the game more fun and fulfilling for you, the DM as well. |
| #2loopyAug 03, 2003 10:54:17 | A rating of 5! That's too kind! thanks! I hope this article helps out you new guys or even some old folks! |
| #3warwinnerAug 05, 2003 14:46:57 | Great! I think you should do more articles in fleshing out and enhancing npc's soon.Maybe with regards to 3.5 revisions |
| #4zombiegleemaxAug 05, 2003 15:14:46 | Excellent post. I am an experienced DM but more and more I find myself getting bogged down in the numbers. Too easily I forget to have fun with my NPC's. With so much time spent hammering out basic statistics, its easy to be too annoyed, tired, or frustrated to give NPCs some interesting qualities or put them in clever scenarios that will really challenge the PCs. Thanks for refreshing my memory to what this is supposed to be all about. |
| #5zombiegleemaxAug 05, 2003 15:21:17 | Finally, a nice little artical here in the Repository that actually can help dang-near everyone! I for one agree with every point in this artical, and would like to add in one more thing for the sake of those cursed random everything generators out there. I for one use all of Jamis Bucks Generators, considering that they are all of very high quality. But, there is an issue which new DMs should be aware of when using these utilities. Lets say we're making a nice encounter for a level three party, consisting of a Rogue, Sorcerer, and Paladin. Just now, in room number eight, I generated an encounter with fifteen Kobold. 3.0 Rules state this would be a good encounter numbers-wise, but let us just watch as every Kobold launches a Light Crossbow Bolt into the party members, and the Paladin starts crying like a little school girl. 3.5 Rules are kinder then this, with a CR of 1/4th meaning that it takes four kobold per EL. That's still *counts on fingers and toes* twelve Kobold. Twelve. Some people out there will look at this reply and think "Well, Duh." But when I started off, I did the Kobold scenario. A single Monk at first level fighting three Kobold and he still got body parts handed to him in an unkind fashion. Just because the CR is there doesn't mean that it is the real challenge. Your parties own abilities as well as the number of them and even loot which the critters may have impact the "Fair Chance" stated above. And of course.. "setting a hapless group of fifth level Rogues against a CR 5 Dragon should give them some more XP. Or set them on the road to Necromancy." |
| #6andion_isurand_02Aug 05, 2003 16:35:52 | I'm sure you only did so unconsciously in this post.... but I am rather put off by the disproportionate use of wizards as BBEG examples. It only encourages more unwarranted disdain for the class. |
| #7mercuriusAug 05, 2003 16:40:28 | These are some great ideas. I have personally been frustrated at the lack of a challenge a single CR NPC poses to a group of PCs. The ideas in this should have occured to me earlier. Thanks. Have a ![]() |
| #8loopyAug 07, 2003 15:59:20 | Thank you for all of your kind words! Mmmmm! Cookie! |
| #9zombiegleemaxAug 09, 2003 2:29:17 | I really like your post. It helps a lot. You're most important point seems to be, that PC's shouldn't face a lone NPC. But what if that's what your plot (campaign, story) requires? How many levels above PC would be a challenge (if using the suggestions below). I had the problem that I tried to make a lich wiz NPC for my party, and had to give him some more levels than party average to make him a challenge for them. But by making his level higher I increased the dc vs his spells, which were nigh impossible to make (except for the barbarian). How would you work around this dilemma? Thanx in advance Geek |
| #10zombiegleemaxAug 20, 2003 16:44:29 | Originally posted by Geek I think the answer here would depend on the setting. Are the PC going after the NPC? If so, it is the antagonist's home turf, and they should have appropriate counter measures set up, such as traps, guards, summoned monsters. If the final encounter consists of that single NPC, the room he would wait in most certainly must be adjusted to his advantage, possibly w/ escape routes. If the NPC is going after the party, he gains the benefit of knowledge. He decides when and where and how to approach the party. He has time to buff himself appropriately. And again, he can plan for escapes if things go bad. I think the answer to the single NPC vs. party question is planning ahead, and thinking of what a PC would do if the tables are turned. |
| #11zombiegleemaxAug 21, 2003 1:37:22 | Originally posted by sain Nothing is more unsettling to a party than this. A NPC who is stalking them. Fires a single arrow in to the party while the party fights another enemy. If he gets away all the better. I have never had a player upset by this. Just the following Stormbringer: When we get that assassin!!!! Ralph: That will be sweet. I'm gonna kill her real good. Tom: Unless she kills us first. Ralph: Lets go get her now! Tom: But what about the Princess? Ralph: Friggin' Innocents, but we will get her. Stormbringer: Wait, I thought we tied the mule here. Ralph: Yeah, I am gonna get her GRRRRRRRR Tom: Wasn't your arrow of slaying: human on that mule? Stormbringer: Yeah Ralph: Uh, maybe we should leave before she figures out what that does. ... Later that night "That game rocked, I am going to plan how to catch that assassin. She has tormented us for too long." |
| #12loopyAug 24, 2003 8:13:30 | I must agree with Saim. A single BBEG (especially a Wizard) would have a great deal of traps on his home turf. The BBEG will know exactly where the traps are and will certainly try baiting the PCs into said traps. When a BBEG is running from PCs, they have a tendancy to overlook searching for traps. ::evil grin:: Now, again I can't stress the survivability of a Wizard BBEG who prepares Abjuration spells. The more frustratingly hard to kill he is, the better off you are. Don't waste a Wizard BBEG's starting gold on items that increase his AC... it's just not worth it. Use the money to increase his casting ability and for scrolls of defensive or buff spells. Although your loner BBEG has no interest in having friends, that doesn't mean he won't MAKE any. Look into constructs, monsters and undead that the old dude might have on his side. Okay. I hope that helps. |
| #13zombiegleemaxAug 27, 2003 21:07:47 | Once, 6 players lvl 4 (one lvl 3) where hacking throught a dungeon, when they found two clerics (both lvl 2) at the end of one corridor; with the right spells (darkness, ramdom action, some scrools, summons, etc), they fought for half hour (RL time) and two players were at the ground, with one paralised. I never played a creature to its fullest potential (mainly b/c my players are a bit dumb about strategies and spells choises, but they're getting better), and i was feelling proud of those two clerics, even having them killed after all. So, i must point your comments 2) and 4) as very important; abjuration is everything, and a 10ft wide corridor is the best weapon against 6 melee players ;) |
| #14hatzingerAug 30, 2003 17:50:02 | ok, im a powergamer. i LIKE powergaming. i like to have my BBEGs to have high DCs and high TAC0s. I try to make them memorable, tough, very-hard-to-bead-BBEGs. But noting helps if: in the final encounter (with the BBEG, who is expected to get away) the PCs encounter him and have somehow managed to pi** him off so much that he yells to his guards: "Don´t DARE to touch ´em! these are MINE now!" and then rolls several 1´s and the PC´s roll some 20´s.... your campaign is over. and you have to think of a quick outcome of a never-believed-to-happen end. i hate it when that happens! |
| #15zombiegleemaxSep 07, 2003 17:22:14 | Abjuration is the #1 most annoying school to use on PCs. I've found it yields disproportionate results; a level 1 wizard gets crazy ACs from a shield and protection from good, Mord's Disjunction ruins any level of char, Antimagic Field + golems or summoned monsters makes for wizards being able to beat fighters easy... |
| #16zombiegleemaxOct 04, 2003 12:23:48 | Loopy, I printed your thread up for our DM. She is fairly inexperienced and gets frustrated when we decimate her NPC's. She's learning quickly though, lately she's taken to over loading the encounter so we are literally fighting for our lives and actually running for our lives. It's fun being a 14th level character and having to run from goblins. My ranger hates himself for running from a favored enemy. Thanks |
| #17shadezz0fhadesNov 02, 2003 15:35:26 | Scenerio: 12 20th level ftrs AND their band of.. well a lot of followers all walking down a one person hallway. suddenly some wiz 10 at the end of the hallway casts flaming sphere. multiple times. Everyone burns. happy fun. |
| #18zombiegleemaxNov 15, 2003 17:41:00 | Your article is pretty good, loopy. But I think you missed some points: 1. A Spellcasting BBEG of the same level as other kind of BBEG should give more experience points, because they are always prepared against the PCs resources and have area spells. 2. 4 words - Death from Massive damage. Creatures with a special attack that inflict more than 50 hit points of damage (such as a dragon and his breath weapon) should give more experience too. For example: a young adult red dragon has the same CR(in 3.0 edition) of a colossal zombie and can kill many epic warriors in one turn and the zombie can be killed by low experienced PCs. 3. If you have a NPC that you like very much, but was killed by your players, try giving him a undead template such as Death knight (Monster manual II, page 207), but don't do this with all NPCs, because the campaign would be very unreal. 4. The DM's dirty little secret. He is at the player’s side, so he is supposed to sacrifice the NPC he most likes for the PCs' lives. That's not really a point you have forgotten, but it's important. |
| #19zombiegleemaxNov 20, 2003 14:00:55 | I forgot about another factor: intimidation and Bluff. You can make many PCs run from a Low level NPC transformed or can make your wizard seem prepared for everything when he or she is not. |
| #20loopyMay 01, 2004 3:59:53 | [color=blue]I thought I'd share with everyone an encounter that I came up with for the high-level party in my campaign. It really represents what I've been talking about in these articles. Take a look and see what I've done here--including breaking a few rules! Remember, you are the Dungeon Master (with capital letters). GJOJDEN, Druid 6, Vermin Lord 10 Medium Humanoid (Human) Hit Dice: 6d8+10d6+96 (174 hp) Initiative: +1 Speed: 30 ft, fly 30ft (average... 1 hr/day), climb 15' (12 mins 1/day), burrow xft. Armor Class: 30 (+1 Dex, +6 natural, +1 Insight, +7 armor, +2 deflection), touch 13, flat-footed 29 Base Attack / Grapple: +9 / +10 Attack: Bite +10 melee (1 damage plus 1 Strength damage (DC 24) and 1 Str secondary, 2d6 blood drain if grappled) Full Attack: Bite +10/5 melee (1 damage plus 1 Strength damage (DC 25) and 1 Str secondary, 2d6 blood drain if grappled) or Club Space/Reach: 5ft./5ft. Special Attacks: Bite/Blood Drain, Spew Vermin (10d6 ref DC 25 + Summon Swarm), spells (level 12 Druid) Special Qualities: Shapechange 2/day, Animal Companion, Nature Sense, Wild Empathy, Woodland Sride, trackless step, resist nature's lure, spells, Spider Hand (CL 12), Swarm Armor (50 points), Wings of the Vermin, Spider Legs (CL 12), DR 5/bludgening or slashing, [HIVE MIND] Saves: Fort +14, Ref +9, Will +19 (+2 versus poison) Abilities: Strength 10, Dexterity 12, Constitution 20, Intelligence 12, Wisdom 22, Charisma 15 Skills: Intimidate +6, Hide +14, Knowledge: Nature +20, Move Silently +14, Handle Animal +6, Concentration +24, Spellcraft +11 Feats: Verminfriend, Lightning Reflexes, Spell penetration, Greater Toughness, Willing Deformity, Obese Deformity, Empower Spell Challenge Rating: 16 Alignment: Neutral Evil Languages: Common, Draconic Spellcasting: Saving throw DCs: +6. Spells per day: 0:6, 1:7, 2:6, 3:5, 4:4, 5:4, 6:3. Spells prepared: (0) create water, detect magic (x2), detect poison (x3). (1) longstrider, obscuring mist, jump, endure elements, entangle, faerie fire, magic fang. (2) bull's strength, chill metal, delay poison, lesser restoration, summon swarm (x2). (3) greater magic fang, call lightning, meld into stone, contagion (x2). (4) giant vermin (x2), rusting grasp, blight. (5) unhallow, death ward, stoneskin, call lightning storm. (6) empowered flame strike, antilife shell Gear: +3 spearblock hide armor, +1 heavy wooden shield, periapt of wisdom +4, +2 ring of protection, +2 ring of natural armor, Wand of Darkness (33 charges), Potion of Protection From Law, Cloak of Resistance +1, Hinge of Opening (Website), Potion of Jump, Oil of Soft Spot (Website), Elixer of Love, Potion of Spider Climb, Oil of Repair Light Damage (MHb p38), Arcane Scroll of Lesser Fire Orb (MHb p36), Wand of Aid (13 charges), Potion of Pass Without Trace, Wand of Entropic Shield (27 charges), 260 gp and 34 pp, A gem valued at 27 Gold Pieces, A gem valued at 663 Gold Pieces, A gem valued at 147 Gold Pieces, A gem valued at 68 Gold Pieces, A gem valued at 234 Gold Pieces, A gem valued at 9 Gold Pieces A gem valued at 11 Gold Pieces, A gem valued at 413 Gold Pieces, A gem valued at 82 Gold Pieces, A gem valued at 364 Gold Pieces, A gem valued at 573 Gold Pieces, A gem valued at 68 Gold Pieces, A gem valued at 866 Gold Pieces, A gem valued at 822 Gold Pieces, A gem valued at 8 Gold Pieces, A gem valued at 1314 Gold Pieces, A gem valued at 676 Gold Pieces. GJOJDEN'S SWARM COMPANION, Augmented Scarab Beetle Swarm Medium-Sized Vermin Hit Dice: 17d8+68 (148hp) Initiative: +3 Speed: 30 ft, burrow 30ft. Armor Class: 20 (+3 Dex, +6 natural, +1 insight), touch 14, flat-footed 17 Base Attack / Grapple: +12 / - Attack: Swarm (5d6 + desiccate + nauseate DC 22) Space/Reach: 5ft./5ft. Special Attacks: Swarm 5d6 + desiccate (1d6 Con damage, Fort DC 22) + Nauseate (DC 22) Special Qualities: Link, Share spells, Tricks (defend, attack, find), Evasion, immune to targeted spells, immune to all weapon damage, immune to mind-affecting, darkvision 60', cannot grapple, cannot be bull rushed or tripped, -10 to save versus area spells, susceptible to gusts of wind, [HIVE MIND] Saves: Fort +13, Ref +8, Will +6 Abilities: Strength 2, Dexterity 16, Constitution 18, Intelligence 2 [22], Wisdom 12, Charisma 4 [22] Skills: [HIVE MIND] Feats: [HIVE MIND] Challenge Rating: No Experience! Alignment: Neutral Evil GJOJDEN'S HIVE MIND, 1200 Small Monstrous Centipedes Tiny-Sized Vermin Hit Dice: (3400hp) Initiative: +2 Speed: 30 ft, climb 30ft. Armor Class: 15 (+2 Dex, +2 natural, +1 insight), touch 13, flat-footed 13 Base Attack / Grapple: +0 / -7 Attack: Bite +5 Melee (1d4-3 plus poison DC10 1d2 dex) Space/Reach: 5ft./5ft. Special Attacks: Poison Special Qualities: Darkvision 60', vermin [HIVE MIND] Saves: Fort +13, Ref +8, Will +6 Abilities: Strength 5, Dexterity 15, Constitution 10, Intelligence - [22], Wisdom 10, Charisma 2 [22] Skills: +12 search, +7 spot, spells (level 5 sorcerer) [HIVE MIND] Feats: Swarmfighting, Combat Reflexes, Dodge, Mobility, [HIVE MIND] Spellcasting: Saving throw DCs: +6. Spells per day: 0:6, 1:8, 2:6. Spells known: (0) acid splash, detect magic, ray of frost, open/close, prestidigitation, mage hand. (1) magic missile, shocking grasp, shield, tenser's floating disk. (2) summon swarm, scorching ray. Challenge Rating: 13 Alignment: Neutral Evil SVERVNUX'S OGRE ELITE GUARD, Level 8 Ogre Half-Blue Dragon Fighter (x2) Large Dragon (Augmented Elite Giant) Hit Dice: 4d10+8d10+60 (131 hp, 128 hp) Initiative: +2 Speed: 30 ft, fly 30' (average) Armor Class: 28 (-1 size, +2 Dex, +7 armor, +9 natural, +1 deflection), touch 12, flat-footed 26 Base Attack / Grapple: +11 / +19 Attack: Longbow +13 ranged (2d6+4 / x3) or Huge Greatsword +25 melee (4d6+20 / 17-20) Full Attack: Longbow +13/8/3 ranged (2d6+4 / x3), or Huge Greatsword +25/20/15 melee (4d6+20 / 17-20) and Bite + 17 (1d8+11 / x2), or Bite + 22 (1d8+11 / x2) and 2 claws (1d6+5 / x2) Space/Reach: 10ft./10ft. Special Attacks: 60-foot line of lightning dealing 6d8 damage (DC 16) Special Qualities: Darkvision 60', Immune to Electricity, immune to sleep and paralasys, darkvision 60', low-light vision. Saves: Fort +11, Ref +6, Will +9 Abilities: Strength 33, Dexterity 14, Constitution 20, Intelligence 8, Wisdom 8, Charisma 12 Skills: Speak language, Listen +1, Intimidate + 14 Feats: Weapon Focus: Greatsword, Iron Will, Combat Reflexes, Weapon specialization: greatsword, Improved critical: greatsword, Hold the line, Monkey grip, Improved weapon focus: greatsword, Skill focus: intimidate Challenge Rating: 13 Alignment: Lawful Evil Languages: Draconic, Common Gear: +2 large breastplate, +1 large greatsword (backup), +2 huge greatsword, periapt of stalwart will +4, +1 ring of protection, large masterwork composite (str 18) longbow, 352 gp |