I'm running a "battle arena" style setting for my players and I'm curious how most of you treat the NPC combatants. Do you generate actual full characters? Create them as monsters? I'd like to create several colorful combatants with different specialties and abilities. My current plan is to roll several random characters and then tweak them to fit what I want, then transfer the necessary info to a homebrewed monster to use in the encounter builder. My major concern is balance and making sure I have the CR and stats set correctly. I'm wondering if it will be easier to just run them as straight characters instead of monsters...? Any advice is appreciated.
I usually generate NPCs as "monsters". But for certain key NPCs I develop them as full characters, with spell lists, inventory, and stuff. Sometimes this is because there is a chance the PCs may attack the NPC. Sometimes it is because I want the NPC to fight in a meaningful way alongside the party. Sometimes it is because it helps me RP the character to consider what spells are on their list so how would they approach a situation.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Thanks - that’s good advice. Do you follow the tables in the DM Guide to make sure the challenge rating is balanced with your players? Or is there a quicker, simpler way to generate stats that match up?
If the NPCs are full characters I don't try to balance anything. I make them what I think an NPC should have if they rose to that level of authority. For example, a sheriff might be between level 3-5. A baron might be level 7-9. Others somewhere in between.
For "monster" NPCs, I use the stat blocks for bandits, thugs, and others as a guide, and then I fill in the details. For example, a typical member of the towns guard might have a proficiency bonus of +2, a Str +2, Dex +1 (or +0), Con +1, Wis -1, Int -1, Cha -1, a spear and a dagger, and wearing armor AC11. A member of a reinforcement called in to help would have all this and a shield and a light crossbow. An NCO (sergeant) would have a short sword and shield, and studded (improved) leather armor (AC12+2). A senior NCO might have a chain shirt, longsword and shield. And so on. A group of soldiers may be allowed to use Pact Tactics when they are side by side.
These are just examples of how I stat guards and things.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Yeah, I usually do something pretty similar. Especially when I'm "winging" it. This is for a portion of the campaign where a few players will be entering a Battle Arena style competition. I'm thinking I'll just use full character sheets for the opponents and nerf/buff as needed. Thanks for the replies!
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I'm running a "battle arena" style setting for my players and I'm curious how most of you treat the NPC combatants. Do you generate actual full characters? Create them as monsters? I'd like to create several colorful combatants with different specialties and abilities. My current plan is to roll several random characters and then tweak them to fit what I want, then transfer the necessary info to a homebrewed monster to use in the encounter builder. My major concern is balance and making sure I have the CR and stats set correctly. I'm wondering if it will be easier to just run them as straight characters instead of monsters...? Any advice is appreciated.
I usually generate NPCs as "monsters". But for certain key NPCs I develop them as full characters, with spell lists, inventory, and stuff. Sometimes this is because there is a chance the PCs may attack the NPC. Sometimes it is because I want the NPC to fight in a meaningful way alongside the party. Sometimes it is because it helps me RP the character to consider what spells are on their list so how would they approach a situation.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Thanks - that’s good advice. Do you follow the tables in the DM Guide to make sure the challenge rating is balanced with your players? Or is there a quicker, simpler way to generate stats that match up?
If the NPCs are full characters I don't try to balance anything. I make them what I think an NPC should have if they rose to that level of authority. For example, a sheriff might be between level 3-5. A baron might be level 7-9. Others somewhere in between.
For "monster" NPCs, I use the stat blocks for bandits, thugs, and others as a guide, and then I fill in the details. For example, a typical member of the towns guard might have a proficiency bonus of +2, a Str +2, Dex +1 (or +0), Con +1, Wis -1, Int -1, Cha -1, a spear and a dagger, and wearing armor AC11. A member of a reinforcement called in to help would have all this and a shield and a light crossbow. An NCO (sergeant) would have a short sword and shield, and studded (improved) leather armor (AC12+2). A senior NCO might have a chain shirt, longsword and shield. And so on. A group of soldiers may be allowed to use Pact Tactics when they are side by side.
These are just examples of how I stat guards and things.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Yeah, I usually do something pretty similar. Especially when I'm "winging" it. This is for a portion of the campaign where a few players will be entering a Battle Arena style competition. I'm thinking I'll just use full character sheets for the opponents and nerf/buff as needed. Thanks for the replies!