Some general guidelines for incorporating new NPCs (and anything else, >really) in your adventures:
The biggest numbers don't make the greatest stories.
There are lies, damned lies, and statistics.
Those who fight alone, die alone.
Ubiquitous <weberm@polaris.net> wrote:
Some general guidelines for incorporating new NPCs (and anything else, >>really) in your adventures:
The biggest numbers don't make the greatest stories.
There are lies, damned lies, and statistics.
Those who fight alone, die alone.
And, most importantly, if you stat it, the players will kill it.
I rarely bother to stat NPCs. The D&D leveling system doesn't really
play well with non-adventurer types; you either have to break the
rules ("yes, this completely ordinary 0-level NPC has the same skills
that a PC would need to reach level 15 to achieve") or just accept
that half the city is going to be 10th level. The latter seems silly
to me, so I just don't even try to justify it. If it comes to combat
(or any sort of conflict) I usually make up the stats as I go. Since
my players have long gotten out of the murder-hobo habit (largely
because it usually doesn't work out that well for them), its rarely >necessary. They keep their killing for critters that deserve it ;-)
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