As I understood D&D back in the 90's, NPCs were not allowed to act just any way the DM wanted. They had to follow certain rules. Mainly acting according to their alignment and based off the attitude adjustment tables similar to the ones in 3.X. But unless I'm missing something 4E has dropped everything but alignment. Can anyone tell me why?
For example, as far as I can tell 4E has no Enchantment School spells. Those spells scripted a character actions, which makes makes me think the 4E design philosophy believes something is wrong with having characters forced to perform actions their owner's did not agree to. Or a belief that leads to a similar effect in design and play.
For my own games we still play that a dominated character is taken control over by the Enchanter's player. And charmed characters suffer the same fate whenever the PC's player doesn't like a declared action by the enchanted character. Or when the enchanter is an NPC, the DM chooses based as they wish, but as long as it is in line with the NPC's scripting. Of course charmed characters get a saving throw every time an Enchanter attempts to take control of them. Failure means the Enchanter's player gains control for that round or turn or whatever. Sort of like a weak, situation specific version of Dominate, which is how I view Charm spells.
My scripted NPCs are mostly lightly scripted, basically whatever the module says and the two character motivations I give in the first paragraph. But I've known several DMs over the years who like to make all kinds of extra personality rules for their NPCs to follow. I've seen players do things like this too like rolling to see if they had to have another drink because they wanted to play an alcoholic. But these few times I believe were self enforced by the player, not something the DM was using as part of the system. In fact, I don't think I have ever seen personality rules forced on player characters. Maybe someone here has? Or knows why? Mainly, "What kind of scripting do you guys use for NPCs?"
For example, as far as I can tell 4E has no Enchantment School spells. Those spells scripted a character actions, which makes makes me think the 4E design philosophy believes something is wrong with having characters forced to perform actions their owner's did not agree to. Or a belief that leads to a similar effect in design and play.
For my own games we still play that a dominated character is taken control over by the Enchanter's player. And charmed characters suffer the same fate whenever the PC's player doesn't like a declared action by the enchanted character. Or when the enchanter is an NPC, the DM chooses based as they wish, but as long as it is in line with the NPC's scripting. Of course charmed characters get a saving throw every time an Enchanter attempts to take control of them. Failure means the Enchanter's player gains control for that round or turn or whatever. Sort of like a weak, situation specific version of Dominate, which is how I view Charm spells.
My scripted NPCs are mostly lightly scripted, basically whatever the module says and the two character motivations I give in the first paragraph. But I've known several DMs over the years who like to make all kinds of extra personality rules for their NPCs to follow. I've seen players do things like this too like rolling to see if they had to have another drink because they wanted to play an alcoholic. But these few times I believe were self enforced by the player, not something the DM was using as part of the system. In fact, I don't think I have ever seen personality rules forced on player characters. Maybe someone here has? Or knows why? Mainly, "What kind of scripting do you guys use for NPCs?"