| Satcher |
This has been a struggle i've seen with almost ALL the GM's i've gamed under. Me being a new GM i hope not to make the same mistakes they have made.
The problem being that NPC party members are a hard thing to balance, at least around the group that i've gamed with. They always seem to fall into either "Super power" or The MAIN CHARACTER role. Which i feel takes away from the player's feel of importance to the story. I most certainly do not want my players to feel as if they are just the support or along for the ride in someone else's epic.
I've seen this all too much probably due to the GM wanting to fulfill a fantasy or create a really good story without players making too much of a problem.
But on the flipside ive seen GM's (and even myself) create NPCS that just fall by the way side and become obsolete or almost forgotten. In my case i wanted more of a Gandelf feel for the NPC. (coming and going in time of need) But the players wound up just being able to handle themselves and wound up almost forgetting about the NPC.
Obvioulsy i need to change it up. I want a new NPC im currently making to be a nice part of the story but i do not in any way want him to be a superhulk that pushes the story along through only his actions and his "massive finsher moves" or special abilities.
Where is the balance?
| DM Azure_Zero |
The balance is only part of it,
The NPC most have a unique quirk or trait,
and have all the NPCs interact and react to other NPCs.
I have made two NPCs, my players have not forgotten.
One was a parody of pikachu (Dire rat of legend, with yellow fur, and a mafia-esc voice saying only "Pi-Ka-Chu")
The players laughed at him, but enjoyed him as well (he teamed up with the PCs for a little humourous revenge on two people who used him as target practice).
You could also bargain with him, just offer some eggs and he'll try to get you what you want, need, or do a simple job. He also returns the favor later, if you helped him with something.
The other was a cleric, this cleric was randomly and organically generated.
She was a NG half-succubus Cleric of Kord(CG deity) with some levels of *monk. She behaves, is polite and all that good stuff.
But she has a slight drinking problem, and oddly got the better rolls in sense motive to someone who was bluffing to her when, she's drunk.
She is also concerned about her figure and that any booze she drinks would go to her figure.
her thoughts were forward, honest, and diplomatic, and would use force when needed.
*House ruled monks to any non-chaotic alignment
| pipedreamsam |
Balance in the support role.
- Bard
- Support Cleric
- Divination Wizard
Make the NPC a few levels below the party. Make the NPC be a bystander who is "Just along for the ride" or "It sounded like it might be fun". With that tone set the NPC will not have a real reason to throw their life on the line as much.
Luminiere Solas
|
here are some Tips for NPC companions.
don't bother with the leadership feat tax, make them work for thier companions through roleplay and backstory.
make the companion something like a younger sibling, a squire, or apprentice.
give the NPC the elite array, and give the PCs a higher point buy.
give the NPC basic gear for an NPC of thier level and make them run off of mostly, Hand me downs from the PCs. you can have them find thier gear elsewhere. but do not give the NPC the Ashbringer as an initial weapon. in fact, be careful about the weapons of legend ending up in an NPC companion's hands. if the relevant PCs have thier Epic Gear, then you can consider giving something slightly less Epic to the NPC.
| Supreme |
One idea I hear that I like a lot is just to have the NPC be a monster with an obvious "skin".
Even better would to use one of the SRD's pre-generated NPCs and just change thier backstory and other fluff.
http://www.d20pfsrd.com/bestiary/npc-s#TOC-NPCs-CR-1-1
These have CRs that are good for your party so that they'll always be at, or a little under, the rest of your party members.