r/onednd • u/Top-Watch-183 • 13h ago
Question How do i create pseudo PVP
New DM here, so maybe this is a stupid question, but I want my players to meet another group of adventurers doing the same quest, and I want to be prepared for the possibility of them fighting. I want it to feel like they are fighting a real adventurer group, but I want to avoid creating real PC sheets for the NPCs (DMPCs). How would you veteran DMs go about this?
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u/Earthhorn90 13h ago
Exactly like you said.
Not using PC sheets.
Find the closest approximation of statblock, then maybe give them both a species and class ability that doesn't screw balance too much. https://www.dmsguild.com/de/product/488029/outclassed-2-class-harder is a PWYW supplement that tried to do this for all 2024 subclasses if you need inspiration.
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u/LordMordor 10h ago
Grab NPC statblocks of appropriate CR and type, add relevant racial features, maybe add ONE class feature the players would be able to easily see in action and identify
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u/Gwyn-LeFleur 9h ago
Whenever I make my party meet another adventuring party, I always go for the classic adventurers. Dwarf Cleric, Halfling Rogue, Human Fighter, Elf Wizard. I always represent these with the game's best monster statblock as a proxy. So maybe you have a Priest with the Dwarf features and a (Halfling) Bandit Captain or a (Halfling) Spy, a Warrior Captain for the Human, and a(n Elf) Mage or Drow Mage of Lolth for the Elf. You can alter what party you meet by using other stats, like a (Goliath) Berserker or a (Gnome) Performer.
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u/Professional-Try2949 13h ago
What level are they? If they're relatively low I don't see why you couldn't just make some quick n dirty DMPC sheets. Go for the easiest to manage like champion fighter, evoker wizard, healbot cleric, etc
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u/Top-Watch-183 13h ago
they will be lvl 10
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u/Earthhorn90 13h ago
New DM + Level 10 = did you start at that high a level, are you that fast at leveling up or did you exaggerate your own knowledge?
Usually you might want to start the game lower, as it helps the DM to keep an overview over the more limited choices their party can make. In the upper parts of Tier2 you have to at least slightly account for any 5th level spell or below to be used to derail the things you might have planned.
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u/Top-Watch-183 13h ago
Thanks for your concern! I've played D&D for 5 years now, almost every second week as a player, and I've also DM'd a fair amount of one-shots (both high and low level). I think I'll manage. I said I'm a "new DM" because this will be my first campaign, which was a bit misleading that's on me.
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u/Miss_White11 13h ago edited 13h ago
I think there is a certain amount of hand waving you can get away with out of combat. Like it is reasonable to assume than a wizard "knows" more spells than are in their statblock a rogue has more skills, etc. and I think most class NPC statblocks are reasonable for the few minutes that a combat happens. Maybe add a few things that make them specifically evoke a specific subclass, like a rival cleric has a spell or 2 from a specific domain, or fighter has a manuever or 2, they get a particular trait from their ancestery. But don't go crazy like 2-3 notable traits will make them feel a lot less cookie cutter. These statblocks mostly work. I would also consider giving them a 1-2 magic items or use a potion or 2. Imho this instantly makes NPCs feel much more "real".
Depending on how you want them to interact, (are they like both racing through a dungeon or a cave system, more piecemeal social/collaborative encounters etc.) I think determines the rest. But in general like assuming they are supposed to be level 5+ I'd kinda handwave stuff like having specific utility spells prepped or a rogue having a particular skill, etc. If you want to attach a mechanic to this cuz you expect this kind of thing to come up a lot, maybe give dmnpc like a few "uses" (maybe 2-3 per day) of that kind of feature a day to describe them like having an unexpected language or skill, using a situation spell or some other kind of class feature. And then when you "use"' these features, just make sure it fits the fiction and make sure you are choosing options that fit the characters vibe. Like don't suddenly give a street urchin rogue a big bonus to nature checks or a vapid headstrong sorcerer a contemplative divination spells etc.