Outfitting NPCs

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
old school gamer
Red Cap
Posts: 259
Joined: Sun Oct 08, 2006 7:00 am

Outfitting NPCs

Post by old school gamer »

Hi!

I was thinking of sending a group of NPC villians for my heroes to fight against. However, even though initially making them is easy I am trying to figure out a system for outfitting them as far as magic items are concerned. Do you have any ideas that may help?

Dangersaurus
Ungern
Posts: 99
Joined: Mon Jun 11, 2007 7:00 am

Re: Outfitting NPCs

Post by Dangersaurus »

old school gamer wrote:
Hi!

I was thinking of sending a group of NPC villians for my heroes to fight against. However, even though initially making them is easy I am trying to figure out a system for outfitting them as far as magic items are concerned. Do you have any ideas that may help?

I think the 2nd edition Monster Manual had a quick system. Later printings of the 1st edition DMG had something similar in the appendices, but mine's too old ... other than that, just pick a few items that you a) think the NPC might reasonably have, and b) you're okay with the items becoming part of the PCs arsenal.

User avatar
Omote
Battle Stag
Posts: 11560
Joined: Wed May 03, 2006 7:00 am
Location: The fairest view in the park, Ohio.
Contact:

Post by Omote »

I know CKs think they need a rule to cover situations like this, but fact of the matter is there is no way to determine precisely how to do this. Use common sense. If you over-power your NPCs with magic items, and during combat with PCs, realize that you've made this mistake, tone it down immediatly. Maybe the magic item was a one-shot deal or simply back up one stap and admit to your players that you made a mistake (worst case senario).

Just wing it, and adjust as the in-game senario changes.

............................................Omote

FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

My first rule is, like mentioned above, don't put anything in the NPC's hands that you don't want to be in the PC hands.

Two, done't have item after item be used by the bad guys and then be empty when the PC's get it. Have at least 3 uses left in it.

Magic weapons and armor. I actually have a "formual" for this. Weapons is a +1 for every 3 levels of the party (additional powers decided on by me, when I feel it will be appropriate, most cool, and fun). Armor is +1 for every 4 levels of the party.

This is a general guideline. I will have "exceptions" for one or two characters, because I thought it would be cool and fun.

So the essentials of my decision making process are:

What would be a cool item for the players to get now?

Will I be able to deal with them having the item, or items, and not ruin the game?

If I can say yes to all 3 of those questions I equip the NPC's with them.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

Maliki
Lore Drake
Posts: 1523
Joined: Wed May 03, 2006 7:00 am

Post by Maliki »

I'm with Treebore on rule #1, after that I just wing it.
_________________
Never throw rocks at a man with a Vorpal Sword!

Post Reply