"NPCs can do what is needed for their profession and suck at fighting" isn't "No system."No I think I nailed it.
That they decided to provide no system whatsoever to create "butchers and bakers" is telling of their gaming philosophy but it is also purposely negligent and a tip of the hat towards lazy DMing style (which I don't agree with). No system is not a different system it's just no system.
So I guess that what certain people want is a "system" that agrees with their gaming style and declares "there will be no system and you shall have none to worry about."That's a slap in the face, and goes against what I believe a gaming system should provide for me. Anyone can just declare "do what I please when I want to." I honestly believe it's bad game design.
One thing I'm becoming a bit curious about: for those of you who feel that NPCs need to be statted by following a formally structured rule system, what do you do when there's a viable NPC concept you want in your game that the system is incapable of providing?
The thing is, he really doesn't.At a metagame level, there is a strong reason why NPC classes progress hit points. It's so His August Personage in Jade, The Emperor of all China (aristocrat 20) doesn't get killed by the nearest house cat (or level 1 PC), and doesn't have to be an amazing high-level PC class to avoid having the campaign casually destroyed by PCs of the Chaotic Lulz alignment.
Who said anything about an average blacksmith?
I've never had NPC Classed NPCs go higher then 2nd level unless there was good reason. I have had some aristocrates go up to 10th level though. But past 5th level never really happens.
The above feels right for me. This would be your typical human master blacksmith in my game world. Very few people would be better than this but of course there would exceptions like the PCs.
I don't know what your talking about either. I don't usually use standard arrays for creating NPCs unless their is a reason to and I create my own standard arrays as I see fit. I create the characters I want to create based on what is needed or just interesting to me.
I don't know what's not believable. I really don't understand what your getting at. He's the 'royal blacksmith 56 year human' in my campaign he can be as intelligent as I see fit and have weak constitution too. It's completely up to me. I create their backgrounds.
No they don't. The average ability scores for an average person is 10. That means, it could be a 9 for int, could be a 11 for con maybe even an 8 for dex and a 13 for cha. You get the drift I think.
If you used straight 10's all the time, well then that was your personal prerogative. I think that's a strange way to DM but hey that's your thing.
I think the point that went over your head was that you can make a master blacksmith with very few NPC levels. You don't have to have a 10th or 15th level expert to make a one, in fact you shouldn't make one, but I definitely like that I can if I so desired to. If you wore making 20th level expert master blacksmiths I would probably laugh but maybe that's just your game logic so good luck with that.
(picking out one line from a post many pages ago)
No, this is not true at all. It's always more difficult and less tolerated socially for the DM to take an easy game and try to twist the screws than to take a hard game and make it easier. When a game is difficult/high stakes it should have the most rules support and the least necessity for DM judgement/house ruling. Do you agree with that? If so, then hard mode should have the most robust rules support and easy mode should be accomplished by tinkering, not the other way around.
You know, even in the sentence you emphasized, it seems to be clear that it's not your "average" blacksmith by his use of the word "master" (and that's not counting his original description, much less the title of "The Royal Blacksmith").Hussar said:I believe these are your words, so...hamstertamer said:This would be your typical human master blacksmith in my game world.
He was presenting a "typical" "master" "Royal Blacksmith". I think it's okay for him to be above average.You were presenting an "average" character. I would say that this character is MILES from average.
Indeed.Y'know, all the rules back and forth aside, I think I seen now where the issue lies. People's ideas of an "average" person can vary greatly.
I've always run towns as outfitting most guards (many towns allow guards to augment their own equipment if they pay for it, but this varies by setting / region with that setting). When it comes to arms and armor, there's a lot of stuff leftover from dead people. That last town guard (or bandit/invader) died, and his arms/armor gets passed onto the next guard (after repairs, if it's necessary). It's an investment, sure, but between looting enemies / upkeeping old weapons and armor, it's never really popped out as me as breaking my suspension of disbelief.Then we have the example, some time ago, of an average town guard. Warrior 1 with weapon focus longsword and toughness (of course it presumes human) armed with a longsword and wearing scale mail. Really? To me that's an experienced soldier or mercenary. Someone who's fairly high up on the food chain. Not some standard town guard who is more likely carrying a truncheon and a pike and wearing leather armor. How rich is this town that can afford almost 100 gp worth of equipment for an average town guard? Never mind the advanced training to give him weapon focus.
This is where "averages" differ, I agree. I'm not even sure 3e agreed with your take on it (not that it should dictate your world to you; I used Fighters as town guard, not Warriors). But I also pretty vehemently hated the Commoner class, so meh. I could see your guy being the stock rabble during conscription in most games, but it wouldn't be that way in mine.To me, a town guard is likely a commoner with Feat: Polearm proficiency. That's an average town guard, to me.
To me, this is something you can do regardless of whether or not there's a guideline for building NPCs; you'd just ignore the guideline. I'd rather they do what I did for my RPG: do all the math for you, and give a guideline for levels. It doesn't need to map exactly to my game, but for example:Yup, you can start fiddling about with the stats, giving them masterwork tools and the like, but, to me, this is just a solution looking for a problem. No thanks. I'll stick with my statblock thanks - Bob the Blacksmith, Smithing +X.
Just so much easier.
Then, you'd have a handy chart for what bonuses might look like depending on focus at various levels. For example, skills from levels 1-4:Hit die 1 is just starting out.
Hit die 4 is the average settled adult.
Hit die 8 is a very experienced or very well-trained adult.
So, then you can say "well, he's not just starting out, but probably not an average settled adult yet", decide on level 2-3 (depending on which one he's closer to), decide on how much he's focused on the skill, and give him an appropriate bonus.Exceptionally Skilled....Professionally Skilled...Interested..............Hobby
1) +7 (Can take a 12).....+5 (Can take an 11).....+3 (Can take an 10)...+1
2) +8 (Can take a 12).....+6 (Can take an 11).....+3 (Can take an 10)...+2
3) +9 (Can take a 12).....+7 (Can take an 11).....+4 (Can take an 10)...+2
4) +10 (Can take a 12)...+8 (Can take an 11).....+5 (Can take an 10)...+3
Then we have the example, some time ago, of an average town guard. Warrior 1 with weapon focus longsword and toughness (of course it presumes human) armed with a longsword and wearing scale mail. Really? To me that's an experienced soldier or mercenary. Someone who's fairly high up on the food chain. Not some standard town guard who is more likely carrying a truncheon and a pike and wearing leather armor. How rich is this town that can afford almost 100 gp worth of equipment for an average town guard? Never mind the advanced training to give him weapon focus.
To me, a town guard is likely a commoner with Feat: Polearm proficiency. That's an average town guard, to me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.