I've read several threads ranging from 2017 to present about the want for the ability to better represent NPCs within encounters, but I didn't see a lot of feedback on what people find work best under the current constraints within the standing version of D&D-B. I'm creating my first homebrew campaign and would like some freedback from seasoned DMs on how they manage their NPCs and encounters. Some things I'd like feedback on are:
Pros/Cons when you generate them as monsters?
Pros/Cons when generating character sheets and managing them as the DM.
Has anyone ever opted to just run their NPCs pen-and-paper style while running the rest of the campaign via D&D-B?
I'm toying around with all three and am honestly at a loss. Would like t hear your thoughts on what works and what doesn't!
If it helps, the campaign is built for two PCs, so they will be paired with 1-3 NPCs to round them out and make the scenario enjoyable while challenging. Because of this, NPC management is going to be crucial.
Thanks in advance!
Vallon Tier'Dal,
Lord of Ravenloft, forgotten champion of Barovia, Vessel of 6 gods, nemesis of Picolo the monkey
First of all, if I were you I’d stick to one NPC if it’s truly necessary to have one. Perhaps they’re transient and new NPCs join the party. I don’t think it’s essential (or beneficial tbh) for a party to have every niche covered, and throwing in multiple NPCs just limits the amount of time your actual players are playing.
But for your other questions - I prefer NPCs as Monsters when they’re part of the party, and I limit their number of abilities and power plays. This helps ensure that they’re not there to steal the spotlight, but they’re not just there tapping enemies with a weapon.
Monster stat blocks are also more concise, allowing you to make quick decisions. When you’re juggling a dozen enemies as well speedy choices will hopefully keep momentum going.
Pen and paper will work fine, as long as you’re happy using lots of different mediums at once!
Thanks Swift and Jesse. I agree that only one "main NPC" will accompany the party. The others would just be transient/disposable who might happen to be involved in a single encounter or two. Solid points about rolling them as monsters.
I'd not remotely considered PC sidekicks. Perhaps each PC with a sidekick and a single NPC is the right answer to have some climatic encounters that don't feel watered down just because of the reduced number of PCs. Thanks for that! It would be the difference between a horde of goblins or just 4 because that's all the party can handle (starting level 1).
If you do PC sidekicks, consider making them at a lower level than the players.
There's a pretty good 3rd party supplement called Strongholds & Followers that has a nice sidekick design IMO. They have a basic attack or cantrip and 1-3 special powers (based on level) that they can use a fixed number of times a day. Each one is controlled by a player and when the player lands an attack, the sidekick also hits. If the player misses, the sidekick can still try to hit. Other than the special abilities, that's all you have to remember. Their health is also abstracted to 4 levels and when they get hit with an attack that does more than x damage, you drop them 1 health level rather than having to keep track of hp. Feels very streamlined while still kind of serving the purpose of sidekicks.
Cater your campaign to your two players and give them an NPC to cover any gaps if they have any.
You don't need to have a stat sheet for them because it doesn't matter what their stats are. No need to roll attacks for or against them. That's just you playing with yourself.
Give them a minor motivation and go.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I'm using a sidekick in my current campaign. They're very tough, with lots of HP for their level (especially at the lower levels). They can be a bit too effective as party members in some cases, but I agree with keeping or at least starting them at one or two levels lower than the mean party level. But give them their share of XP!
I've read several threads ranging from 2017 to present about the want for the ability to better represent NPCs within encounters, but I didn't see a lot of feedback on what people find work best under the current constraints within the standing version of D&D-B. I'm creating my first homebrew campaign and would like some freedback from seasoned DMs on how they manage their NPCs and encounters. Some things I'd like feedback on are:
Pros/Cons when you generate them as monsters?
Pros/Cons when generating character sheets and managing them as the DM.
Has anyone ever opted to just run their NPCs pen-and-paper style while running the rest of the campaign via D&D-B?
I'm toying around with all three and am honestly at a loss. Would like t hear your thoughts on what works and what doesn't!
If it helps, the campaign is built for two PCs, so they will be paired with 1-3 NPCs to round them out and make the scenario enjoyable while challenging. Because of this, NPC management is going to be crucial.
Thanks in advance!
Vallon Tier'Dal,
Lord of Ravenloft, forgotten champion of Barovia, Vessel of 6 gods, nemesis of Picolo the monkey
First of all, if I were you I’d stick to one NPC if it’s truly necessary to have one. Perhaps they’re transient and new NPCs join the party. I don’t think it’s essential (or beneficial tbh) for a party to have every niche covered, and throwing in multiple NPCs just limits the amount of time your actual players are playing.
But for your other questions - I prefer NPCs as Monsters when they’re part of the party, and I limit their number of abilities and power plays. This helps ensure that they’re not there to steal the spotlight, but they’re not just there tapping enemies with a weapon.
Monster stat blocks are also more concise, allowing you to make quick decisions. When you’re juggling a dozen enemies as well speedy choices will hopefully keep momentum going.
Pen and paper will work fine, as long as you’re happy using lots of different mediums at once!
SwiftSign's suggestions are good.
Also, have you considered letting in player-controlled sidekicks instead? D&D Beyond has rules for these all the way up to level 12.
https://www.dndbeyond.com/sources/doip/sidekicks#SidekickStatBlocks
https://www.dndbeyond.com/sources/slw/sidekicks#SidekickStatBlocks
https://www.dndbeyond.com/sources/sdw/sidekicks#SidekickStatBlocks
https://www.dndbeyond.com/sources/dc/sidekicks#SidekickStatBlocks
Thanks Swift and Jesse. I agree that only one "main NPC" will accompany the party. The others would just be transient/disposable who might happen to be involved in a single encounter or two. Solid points about rolling them as monsters.
I'd not remotely considered PC sidekicks. Perhaps each PC with a sidekick and a single NPC is the right answer to have some climatic encounters that don't feel watered down just because of the reduced number of PCs. Thanks for that! It would be the difference between a horde of goblins or just 4 because that's all the party can handle (starting level 1).
Honestly when I do NPCs, Either they attack the closest or most damaged enemies, depending on the situation.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
If you do PC sidekicks, consider making them at a lower level than the players.
There's a pretty good 3rd party supplement called Strongholds & Followers that has a nice sidekick design IMO. They have a basic attack or cantrip and 1-3 special powers (based on level) that they can use a fixed number of times a day. Each one is controlled by a player and when the player lands an attack, the sidekick also hits. If the player misses, the sidekick can still try to hit. Other than the special abilities, that's all you have to remember. Their health is also abstracted to 4 levels and when they get hit with an attack that does more than x damage, you drop them 1 health level rather than having to keep track of hp. Feels very streamlined while still kind of serving the purpose of sidekicks.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Cater your campaign to your two players and give them an NPC to cover any gaps if they have any.
You don't need to have a stat sheet for them because it doesn't matter what their stats are. No need to roll attacks for or against them. That's just you playing with yourself.
Give them a minor motivation and go.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I'm using a sidekick in my current campaign. They're very tough, with lots of HP for their level (especially at the lower levels). They can be a bit too effective as party members in some cases, but I agree with keeping or at least starting them at one or two levels lower than the mean party level. But give them their share of XP!
If you only have two players I would probably give them 2 characters each and which ever survives will end up as their main character.
I don't really think NPCs should be part of a regular party just to make the party bigger, unless the plot puts them there.
Later you can always give them Guenhwyvar type stuff to spread out the damage.
IF the NPC's dont work out (and i wish you the best of luck) just draft 2-3 new players.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine