![]() |
source |
This has been bouncing around inside my head and I'd like to just write down my current state of thinking, which has evolved a bit since a previous post. A lot of this stuff is not just for 5.5E but also applicable to 5E and perhaps 3.0/3/5.
Creating by-the-book PCs for 5.5E can take a while - typically an hour or more for each character (higher level characters taking longer than 1st level ones). This is absolutely fine if this character will be used by a player for lots of adventures and all the details on the character sheet will be at least considered if not actually used.
For NPCs who won't see the same level of use as a player character the two main options presented in the DMG are:
- Creating a character using the rules in the Players Handbook. This will take time, and if I want to create quite a few NPCs (populating a town, an organisation or a rival adventuring group), this is really not feasible.
- Using one of the stat blocks in the Monster Manual. The 5.5E MM has them scattered alphabetically through the main book, while 5.0E MM has them confined to the appendix B at the back of the book. Although these stat blocks are okay, they just don't quite have the customisability or range that I would like. Maybe I'm being fussy.
I think there ought to be a 3rd way.
Firstly whatever the NPC is or can do, it ought to fit into the Monster Manual stat block. This may mean not explaining how or why stats are what they are. If an NPC is using a background from the PHB then I don't need to explain on the stat block how the background affects their ability scores, skill proficiencies or equipment. I believe that a clear, easily useable stat block is more important than one that is cluttered but technically accurate.
Secondly NPCs are not required to abide by exactly the same rules as PCs. I suspect this will be in the form of leaving out details and special features that a PC of similar class and role would have, and instead focusing on things that the NPC will be expected to do in game play. My general idea is that many of these NPCs will be based on a combination of class/subclass/background/species/level. This will add up to a lot of things to go onto a character sheet, more than would be suitable for an NPC stat block, particularly if the PCs are going to kill them 3 rounds of combat after first meeting them. Not all the subclass features or species features will make it onto the stat block.
I've already done this in a previous post detailing a Thayan enclave in Elturel. There I have given stat blocks for Red Wizard Neophytes and Red Wizard Juniors. These are based on 2nd level wizards and 4th level wizards respectively. They are also envisioned to cover many NPCs who fit that role, like the Monster Manual stat blocks, rather than what might be considered individual stat blocks for named NPCs found in adventures.
Red Wizard Neophyte:
Medium Humanoid, Neutral Evil, based on 2nd level wizard
AC: 10, HP: 9, Speed: 30ft
Str 10 (0), Dex 10 (0), Con 13 (+1), Int 15 (+2) Wis 12 (+1), Cha 10 (0)
Saving Throws: Int (+4), Wis (+3)
Skills: Arcana (+4), Insight (+3)
Senses: passive perception (12)
Languages: Common, Thayan, Abyssal
Challenge: 2 (450xp)
Special Equipment: Dagger, red robes
Action: Dagger, melee attack (+2 to hit, 1d4 damage)
Spellcasting: Red Wizard Neophytes are spellcasters of 2nd level using Intelligence (spell save DC 14, +4 to hit with spell attacks)
At Will Cantrips (3 known): Acid Splash, Fire Bolt, Light
1st L spells (3 slots): Charm Person, Fog Cloud, Silent Image
In a previous post on creating PCs in 5.5E, I suggested that rather than shoehorn the new races and classes into an established setting that didn't have them, it would feel better to create a new setting, Xerros. Let's continue with that. In that post I talked about the Spirit Touched (about 1% of the population) having a capacity and power about them that the other 99% (the mundanes) don't. The spirit-touched are created using the PHB, while the mundanes will use the stat blocks in the Monster Manual. This still applies - this 3rd way I am suggesting is about adding more stat blocks for mundanes, borrowing some elements from the PHB but not all that might apply.
Remember that this is for NPCs and therefore rules are more flexible. This means I should look at other sources. The 5.0 and 5.5 rules are compatible enough that stuff from Xanathar's Guide to Everything and other 5.0 sources can be used, at least for NPCs. I'm working on a spreadsheet to list all of these options from official 5.0 & 5.5 books. There was stuff in the PHB 5.0 book that got left out of the PHB 5.5 (Nature & Tempest domain for clerics, School of Necromancy for wizards), including plenty of subclasses for bad guys (see 5.0E DMG). Bring it back.
And of course, I can ignore subclasses and do NPCs as just "plain" members of classes. Maybe not as colourful or with the same range of features as a PC with subclass, but these are NPCs and do not need the same depth and complexity. And according to the rules, subclasses don't apply until 3rd level anyway.
Same goes for backgrounds. The 5.5E backgrounds look more streamlined with less than half a page each but even these are an optional extra when creating NPCs. I suspect that not much from a background will actually show up in the stat block.
Theoretically I could ignore classes, levels and species altogether and completely wing it with the stat block, but something inside me feels more comfortable when NPCs use the same rules, or at least the same basic ideas, as PCs. This has been how I've done it for many editions, since I first started D&D - just look at the various NPCs I've created for B/X in Mystara.
Can I use stuff from even older editions? I have books for 1st, 2nd and 3rd editions; there may well be ideas such as kits from 2nd edition or prestige classes for 3rd edition that I like the look of. Here I need to consider the cost-benefit balance. I’m supposed to be coming up with relatively quick and easy way to create NPCs - unless I’m going to use that prestige class again and again I don’t think I need to worry too much about a conversion. But I can always borrow the ideas in a loose way.
Commoners, nobles and guards are treated as 0-level. Understandable, but I remember 3E having NPC classes of Adept, Aristocrat, Commoner, Expert and Warrior. I could borrow these and adapt them to the 5E stat block. I don't need to stick rigorously to the tables from 3E DMG, but just use them as a rough guide for things like burly bar tenders who don't put up with drunken troublemakers, or a blacksmith who is quite tough for a commoner, or a sergeant of the watch who isn't quite as skilled as a captain but could certainly best the rank and file under his command.
Finally about formatting. I know the stat blocks in 5E & 5.5E look beautifully presented in their tan/beige boxes with dark red lines. I don't think I'm going to do that. I think the word processed version that I've used for the Red Wizard Neophyte is good enough. As long as the order approximately follows that of the Monster Manual stat block, I'm sure I and hopefully other DMs can use it in the middle of game play.
No comments:
Post a Comment