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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