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NPC Stat Blocks and their Shortcomings

 

NPC Stat Blocks are a wonderful tool for DMs to create simple interactive characters on the fly. While WotC does provide a variety, 21 broad types of characters hardly fills a world. More over, with the expected removal of Racial Bonus from character creation, the primary means of creating stat variety disappears, or at the least shifts to a much harder to convey background. I don't know about you, but when one of my guards confronts a PC, they won't likely go into a story about their early life to convey background information. This can leave an NPC feeling very similar to all the others of that role, and come across flat and flavorless. Lets look at one of the most commonly encountered NPCs, the Guard.




This still leaves a variety of clues a DM can use to convey information to the PCs.

First and certainly easiest, a DM can adjust the quantity. Nothing says force at hand better than the action economy of 2 guards for each PC, but lets face it, groups of Guards greater than 4 are pretty uncommon. Thankfully, there are other ways to convey greater numbers without columns of city watch marching around. Something like a signal horn or flare displayed prominently on the belt of even one member of the squad will convey that this is but a token of the force which can easily be brought down on troublesome PCs. I will often use such an item with the leader of the squad as their first action if serious conflict breaks out. Something as simple as Free Action shout for back up, or a single member of the squad retreating to go get help, can be used to great effect. Local Guards have the advantage of knowing the territory, and patrol roots, thus can summon a force quickly in a believable and immersive fashion.

Commander: "Private, we passed Commander Armstrong's squad 2 blocks back. Go and and fetch them, I think this rabble means to be trouble."


As a DM, you can convey a lot of information through the equipment carried by a Guard like character. While standardized equipment can be a powerful statement of a large force of equally armed Guards at the ready, a more motley appearance can be used to convey an equally daunting signal to your PCs. A small mixed group displaying a variety of garb and equipment can easily send the message that these could be mercenaries of comparable or unknown power. Use of a recognizable sash or other badge will still convey authority.

Variety of Equipment can create a sense of differentiation from region to region, and convey subtle clues about the individuals they are dealing with. Something as simple as observable clues as the condition and upkeep on the standard equipment could convey a sense of how seriously and individual or group conducts their duties.

Lets take a look at the base equipment for our Guard.

Chain shirt (50gp, 20lbs), Shield (10gp, 6lbs)

Spear (1gp, 3 lbs)

This represent a small fortune of equipment in a world where the 1st Level Adventurer only starts with 50Gp of equipment and coin. While this makes sense for the keep keepers, Elven Imperial Patrols, and other powerful and wealthy organization, it may be unrealistic (and situationally powerful) for Tier1 PCs interacting with lesser organizations.

Protection Premiums

I love a good shield emblazoned with the local organization's symbol, but a "sash of office" could be produced for a few silver. This seems like a much more realistic choice for something like city watch, charged with keeping peace with local commoners and the occasional adventurer. Multiple AC16 guards can feel heavy handed. A simple switch to Hide armor represents and 80% cost reduction, while only lowering relative AC by one point from Chain Shirts. Padded armor can give an AC of 11 for only 5gp, and any thrifty noble trying to equip dozens of troops is going to weigh these option seriously. Hide can be "stamped" with organizational symbols, and Padded could receive embroidery, for the same relative cost of a sash of office, and would be much harder to take or lose.

The Not so humble Spear

It is difficult to beat a good spear as a solid universal weapon, giving both melee and ranged option at a reasonable and mass deployable price. Additionally they had a lot of other uses, part of a hobo bundle, or positioning a pot over a fire as part of a soldier's cook kit. Soldiers on the march were often issued a standard issue tarp, which combined with 5 spears, creates a tent shelter. In some regions know to be more tech savvy, spearheads are used which make a shrill whistling sound when wielded or thrown with force, thus eliminating the need to diminish action economy to summon help, or clear away by standers. 

It stands to reason that spears won't always fit the bill, so swapping them out for other equipment not only sends a message about the relative affluence of the group, but also it's purpose. One of my favorite options is equipping city watch with clubs, often having a "non lethal" attribute or designed to offer advantage on grapple checks. Not only can these be issued for 1-2 silvers, but sends a clear "subdue rather than slay" message which I often find appropriate for something like City Watch of a civilized cultural center. No one wants blood spilled in their streets.

It was common for a dagger or knife to be carried by almost anyone in fantasy societies, and unless some sort of regulation prohibited, I would expect any guard to have such an item on their person, if only as a tool or desperate backup option. A knife, in game terms, is just a dagger with only a single edged side, dealing slightly less damage. I have used 1d3 or 1d4-1, depending on other aspects of the campaign world.

One D&D's apparent of inclusion of first level feats for everyone as a background feature, and the popularity and utility of options like Initiate, Adept, and Caster, implies that magic should be expected even among the common folk. A conspicuously placed, holy symbol, wand or other  magical focus should send a clear message that a guard may be more than a pokey stick. Humans being such a large part of a typical presumed population, and the possibility two such feats, could make a random commoner much more than a CR0 club wielder.

 Cultural Variations

The nature of Dwarven society implies that they may use more individualized and well made equipment, are less likely to retreat, and take their duties very serious. Traditionally, Dwarves are proficient in Axes, Hammers, and often Light and Medium Armors, and are likely to decked out accordingly. In my own worlds and campaigns, Dwarves receive a small combat bonus for Armor or Melee Weapon which they crafted themselves, so while common items and visual clues exist, they tend to be far more motley in appearance than other regulars.

Elvish guards in even the smallest settlement will most likely appear in highly standardized well kept gear. Elves are traditional proficient in Short/Long Sword/Bow, so it is very likely they will carry a mix of these as their major variation. Members of the Elven Imperial Military are well appointed at any level or location. High Elven racial access to a cantrip, and Feats at first level, make spell wielding guards a virtual expectation from the Elves.

Halflings in my worlds are most oven is small family centered agricultural villages. Their guard compliment is most often a single "sheriff" who wears his badge of office (I like a large hat, steeped in tradition). Larger communities may have a contingency of deputies, but it's a nearly entirely a volunteer organization. Members work in singular shifts, if at all, summon help as needed, and are most likely to be found tending their farms or gardens when not on watch. This does not make these communities pushovers for wrong doers, as every able bodied member of the community will rally as best they are able to the defense of their community. Their neighbors are most likely family as well after all. Communities which have a history of trouble, or have unfortunately found themselves in an area of dispute of conflict will still to tend towards these norms, but I will use the Bandit Captain stats and Bandits in place of my more traditional toned-down Guards for rural communities. Hard times make for hard halflings, as the elders will tell you.

Conclusion

There is a lot a DM can do to differentiate common NPCs, and signal expectations to the PCs, and similar standards and norms can be developed for other basic NPC designs. The Stat Block and these suggestions are just the beginning. What is your favorite way to spice up an NPC Stat Block?

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