I've been making a number of higher level NPCs recently but not for my own use. Some observations:
1. The hardest mechanic to complete is choosing feats. Maybe this has something to do with my not creating these characters to run myself or not knowing what specific role they should play in the world, but nothing else is remotely as difficult as picking feats. Could of course go with all of the better ones out of the mainbook, but that's so boring. Not having all of the supplements on hand limits options considerably, but it's hard to get motivated to even look at the few I have handy. I tend end up taking a lot of mediocre feats of the +2/+2, skill focus, or +2 saves variety. The first for flavor, the second for specialties, the last for survivability.
2. I frequently don't complete languages. This is probably a good thing as having some open slots gives flexibility to the use of a NPC. But, it's amusing how with my PCs I'm always wanting more languages. Obviously, it has to do with the difference between a world traveler and a regional character.
3. I don't find it terribly difficult to write down specials and spells, but I'm quite sure the format of my character template doesn't do a good enough job of emphasizing the abilities that should be important. I already believe that NPCs only need abbreviated stat blocks, only having what is relevant to their roles, but I'm inclined to believe now that when I make NPCs with full stats that I should use a different format depending upon what should be emphasized.
For instance, a sorcerer should have a format that focuses on PPs and spells. A combat threat on combat stats and maybe have an additional section on combat tactics (how much PA to use, etc.). A social character probably works reasonably well with my template as the section that sticks out the most is skills. Actually, every character should have a section on combat tactics. For one of my PCs, I have a separate document for that (which isn't remotely up to date). But, who cares about PCs? Players should be able to manage them in detail (though we kind of suck at even doing that). NPCs need to be quick and blatant, so sections on standard tactics, combat or no, would seem to be in order.
And, of course, I can't imagine any GM remembering every last mechanical feature of a fully realized character. For instance, a borderer/pirate with 5+ ranks in Tumble has fairly fluid skills and DV depending upon circumstances.
4. I'm focusing too much on mechanics. The last one I did was very possibly the only one with enough personality. I do focus on mechanics since that's where I'm adding the most value (with developed backgrounds being the place of next most value added). Nothing intrinsically wrong with that, but stat blocks aren't characters. I have a tendency with PCs to have too bland characters, and that's carrying over into NPCs. Both with PCs and NPCs, I think I need to spend more time on larger than life personalities.
1. The hardest mechanic to complete is choosing feats. Maybe this has something to do with my not creating these characters to run myself or not knowing what specific role they should play in the world, but nothing else is remotely as difficult as picking feats. Could of course go with all of the better ones out of the mainbook, but that's so boring. Not having all of the supplements on hand limits options considerably, but it's hard to get motivated to even look at the few I have handy. I tend end up taking a lot of mediocre feats of the +2/+2, skill focus, or +2 saves variety. The first for flavor, the second for specialties, the last for survivability.
2. I frequently don't complete languages. This is probably a good thing as having some open slots gives flexibility to the use of a NPC. But, it's amusing how with my PCs I'm always wanting more languages. Obviously, it has to do with the difference between a world traveler and a regional character.
3. I don't find it terribly difficult to write down specials and spells, but I'm quite sure the format of my character template doesn't do a good enough job of emphasizing the abilities that should be important. I already believe that NPCs only need abbreviated stat blocks, only having what is relevant to their roles, but I'm inclined to believe now that when I make NPCs with full stats that I should use a different format depending upon what should be emphasized.
For instance, a sorcerer should have a format that focuses on PPs and spells. A combat threat on combat stats and maybe have an additional section on combat tactics (how much PA to use, etc.). A social character probably works reasonably well with my template as the section that sticks out the most is skills. Actually, every character should have a section on combat tactics. For one of my PCs, I have a separate document for that (which isn't remotely up to date). But, who cares about PCs? Players should be able to manage them in detail (though we kind of suck at even doing that). NPCs need to be quick and blatant, so sections on standard tactics, combat or no, would seem to be in order.
And, of course, I can't imagine any GM remembering every last mechanical feature of a fully realized character. For instance, a borderer/pirate with 5+ ranks in Tumble has fairly fluid skills and DV depending upon circumstances.
4. I'm focusing too much on mechanics. The last one I did was very possibly the only one with enough personality. I do focus on mechanics since that's where I'm adding the most value (with developed backgrounds being the place of next most value added). Nothing intrinsically wrong with that, but stat blocks aren't characters. I have a tendency with PCs to have too bland characters, and that's carrying over into NPCs. Both with PCs and NPCs, I think I need to spend more time on larger than life personalities.