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Originally Posted by haakon1 The reason to not attack a random NPC shouldn't be because the PC's are weaklings. It should be because the PC's are heroes -- or failing that, because they aren't pyschopaths and treat NPC's as if they were people, or failing that, because they know the campaign is dynamic and killing the manor lord will bring down outlawry (inability to get any help from NPC's) and the full force of the law and bounty hunters down on them. That is -- have a campaign world and use it as a real world. It's more fun and emersive for the players than "everybody is too tough to fight". Keep the PC's special, but not too special -- they still have to live with the consequences of their actions. |
Unlike the other points, this makes assumptions about the "right" way to play. My players are playing D&D to play
villains not heroes, so they would chafe under the "act like a hero" and "don't be a psychopath" solutions. In addition, some of your substitutions for high level NPCs appear to be... more high level NPCs. For example, to avoid giving the NPC lots of levels, you suggest giving the NPC high level
bounty hunters as backup, instead. That's "six of one, a half dozen of the other."