Chris_Nightwing
First Post
My apologies of course, British exaggeration gone awry, I fear.
I think the most-accepted definition if we're not diving into the deep weeds of GNS wackiness has two main characteristics
(1) A view of the rules as representing the "physics" of the game world as opposed to merely a resolution mechanic.
(2) And, likewise, a view that the rules, insofar as possible while still keeping a playable system, should have a relation with real-world physics.
So, encompassed with the above are a host of other considerations - including that NPCs (including monsters) and PCs should follow similar rules, as we're discussing here.
-O
I guess that's okay if your game is The Matrix (which is a good movie, but not what I personally expect when I sit down for an rpg session). Nothing wrong with that.I had this argument with a person once.
I look to a quote from the Matrix movie: "They live in a system which is based on rules. That means they will never be as strong or as fast as you can be."
In Dnd terms, this quote actually applies to npcs. As the DM, my npcs can have whatever abilities I want them to have. Simply put, if I wanted to kill the pcs at any time, I could.
But part of the Player/DM covenant, is that in return for PCs having to follow the rules they get the power of plot. They are always a part of the story, they get the benefits of coincidence, and at some level generally they are supposed to win.
I guess that's okay if your game is The Matrix (which is a good movie, but not what I personally expect when I sit down for an rpg session). Nothing wrong with that.
Personally, I would quote the Dark Knight in telling my players "know your limits".
(Which, in context, are defined by the world and are the same for everyone, even "heroes")
That does make more sense. I think the original example was looking at the rules for PCs from a decidedly non-simulation perspective, suggesting that their purpose was to balance the PCs with each other and give them a list of crazy powerul things to do, rather than to have any validity outside of that context.Ironically, if I were running a Matrix game I would do the opposite. NPCs (at least in the Matrix) would be based on strict building rules from which I wouldn't deviate. The players, on the other hand, would get to break a lot of those rules because they are special. It just fits, thematically.
Hm... OK.What's relevant here is a pretty core question though - (1) is the (or a) class/level system necessary or sufficient for every NPC in the world; (2) must NPCs and monsters follow identical rules to PCs; and (3) what are the merits and flaws to each approach?
That does make more sense. I think the original example was looking at the rules for PCs from a decidedly non-simulation perspective, suggesting that their purpose was to balance the PCs with each other and give them a list of crazy powerul things to do, rather than to have any validity outside of that context.
Maybe this is a bunch of players complaining about why they don't get the same privilege. This whole line of argument seems to be about how a class system is BAD THING, that adventuring abilities shouldn't be tied to nonadventuring abilities, etc.
The underlying problem is that the character creation rules are how people see the world. The class system is indeed limiting and illogical, but it's the paradigm D&D works within. If one character (or a party of characters) are created with (or without) classes, then all characters should be.
In 3e, the character has no idea about what is the blacksmith skill rank. At best, he knows he has made a beautiful weapon, but he doesn't know "he has 15 ranks in blacksmithing". The *Character* will have to imagine how good or bad he is in combat by his appereance. If he looks strong, you might think he is at least decent in a brawl. If he looks like the old guy who has been forging katanas for 40 years, he might not be.No, it's like this.. in 3E you have to guess how tough the blacksmith is based on his blacksmithing skill, telling you that he probably has at least that BAB and at least that many HD (which might be too high, and if I were using a homemade NPC class it would be known by the players). In 4E you've no idea - you have to sense the DM's motive, guess how he will handle your attack on the blacksmith, discern what combat abilities he might have given this blacksmith (or indeed, whether he will give you a tough encounter or not on the fly).
I've used Hobgoblin Phalanxes (huge and gargantuan swarms of hobgoblins). One ability they have is to remove hobgoblin minions from the game in order to regain hit points (battlefield pressganging!).I do like shifting monsters along the solo-minion scale to represent PC advancement.
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At 1st level, a single warrior of a tribe of uruk-hai-like uber-orcs might by a solo challenge for the party, a 'boss' at the end of an adventure where they finally track down the agent provacatuer that's been causing trouble in their corner of the world. Five levels on, the same sort of orc (maybe that first one's twin brother, looking for revenge, maybe the exact same uber-orc if he escaped that boss fight) might be statted out as a same-level elite. Another 4 or 5 levels, and they're 'just' standard monsters. Another 18, and the paragon level PCs are facing hordes of the same sort of orc warriors, but now they're only minions. When those get too easy, the DM can pull them together into even-higher-level mobs. You keep fighting the same sort of monster, in the fiction, the modeling is just changed to fit their changing role in the PCs story.