I totally agree with this. For a general NPC that's likely to see combat, what I used to do was throw down a few notes about personality, stats, and tactics. Things like "this fighter is stubborn and will focus on one opponent and is going to trip people" or "this wizard is going to lay an empowered touch of idiocy on the spellcaster, however, he's cowardly and will run if half his team goes down" and then build them to do that. They'd often be effective, just not very versatile if their primary gig got trumped. On top ot this, I also didn't care about these NPCs in the same way that you don't care about monsters. There is no expectation that they have to provide a "good" fight. If the PCs were up against an organization, I'd use the same fighter or wizard I wrote up several times under the "similar training" justification. Sometimes I'd use PC character sheets from a few levels back. These guys were mostly offensive weapons, as mooks in evil organizations tend to be.clikml wrote:RC, there is definitely something wrong with your methods if it is taking you even 2 hours to create a stable of 3e NPCs for an adventure.
I suspect you're probably min-maxing them and belaboring the decisions of each and every spell on down to cantrips. Don't do that.
If it was a recurring NPC, then I'd give them the full workup so the PCs could encounter them at the fruit market or public baths or wherever. These guys would be the ones built for survival and escape, assuming they were an adversary. Peter the Potato Merchant, on the other hand, is probably not going to survive if the PCs turn on him, no matter how recurring he is.