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Originally Posted by aboyd 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." |
You're missing the point. The OP's assumption was that the only way to keep her PC's from killing the NPC who gives them a quest -- a goal she announced as wanting to do -- was to make the NPC uberpowerful compared to the PC's. I was pointing out there are other ways to prevent the PC's from going on a psychopathic rampage -- again, a goal she seemed to already have -- than having every NPC be more powerful.
What I was trying to explain is how to use the campaign setting, the milleau, to make a world where the PC's aren't constantly overshadowed, but also are discouraged from psychopathic destruction of everything in sight. Discouraged, but not prohibited, much like in the real world -- if you want to kill the first person you meet, you can, it's just there are a consequences, so most likely you won't chose to do that, even if you could "take him in a fight". That makes more sense than pretending everyone else in the world is an unkillable superhero.