Non-Adventurers Player’s Option rules gives DMs the opportunity to expand nonplayer characters. No longer
will every blacksmith, jeweler, or horse-trainer have a THAC0 of 20 and be limited
to 1d6 hit points. A DM’s cast of regularly-appearing NPCs can have more
substance.
NPC Tiers
Important NPCs should be created using the Player’s Option rules. This includes generating the six ability scores, determining the 12
subability scores, and deciding the race. Character points should be allotted for
weapon and nonweapon proficiencies. NPCs who are not adventurers should not be
awarded class-based character points. Instead, the DM should determine how
experienced the NPCs are. Three levels of expertise are defined below.
Apprentice: These NPCs likely are young people who have not yet mastered their trade.
Roll 1d6+2 to determine their hit points (plus or minus any Constitution modifiers
that apply). Give these NPCs 10 character points to purchase proficiencies,
traits, and disadvantages. Any character points unspent from the purchase of
racial abilities also may spent in this way.
Skilled: These NPCs tend to be young to middle-aged adults. Roll 1d8+4 to determine
their hit points and add any Constitution bonus. Skilled NPCs also 15 character
points to spend, plus any unspent from the purchase of racial abilities.
Master: NPCs such as these have been at their profession a number of years. Masters
have 20 character points, plus any unspent from the purchase of racial
abilities. Master NPCs can be quite hardy. Roll 2d6+6 to determine their hit points. Add
any Constitution bonus.
If DMs advance an important NPC from one level to the next, simply supply the
NPC with an additional 5 character points and add 2 to 6 to the NPC’s hit point
total. DMs can expand this system if they wish, creating even more experienced
NPCs.
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