Obryn
Hero
Versimilitude!I know, but it makes no sense at all that a housecat's claws are better at punching through full plate than Jet Li's fists!
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-O
Versimilitude!I know, but it makes no sense at all that a housecat's claws are better at punching through full plate than Jet Li's fists!
You obviously haven't met my cat.I know, but it makes no sense at all that a housecat's claws are better at punching through full plate than Jet Li's fists!
Guess we should start making some non-combat NPC classes, for both PCs and NPCs. It's about time, in my opinion. As always, play what you likeThat's the problem though. I don't think Joe Fisherman is really modeled as a fighter or rogue very well. Too much baggage. And, outside of those two classes, you don't really have any strictly mundane classes for PC's. Everyone else gets magic toys. Which plays all sorts of merry hell with world building.
And, IMO, this gets right to the root of the problem with classes and world building. Classes aren't really geared for world building. Classes, by and large, deal with the biggest mechanical element of the game - combat. And, for most NPC's, outside of interacting with PC's, it's just not needed.
And now I don't want to!You obviously haven't met my cat.
The way I see it, there's something wrong with the system if a torch-and-pitchfork mob can't run a low-level party out of town.
And, unless you're obsessive about statting everything that moves, you never have to. But on the off-chance that the 3rd goblin on the left decides (or is ordered) to throw his spear at the party cleric I want a quick-and-nasty framework for what makes him tick; and as I've already got all the info handy about what makes PCs tick why not just use the same stuff?
A peasant vs. a peasant and a 1st-level Fighter vs. her equal should take about the same amount of (rounds) time to resolve. In 1e this is about the case.
The other comparison - F-1 vs. F-1 in 1e as as opposed to 4e - I still think the 4e version is going to take more rounds than the 1e version - which means more real-world time is required to resolve it.
Right now a character's level drags a bunch of assumptions into itself:
- its "fight level", or how good it is at combat
- its hit points, or how much punishment it can absorb before collapsing
- its proficiency at various skills dictated by class
- its proficiency at various skills and abilities that may have nothing to do with its class
In 1e the first two are true for monsters as well as defined by their HD.
Class-proficient skills, i.e. skills that are part of what you do as an adventurer, I have no problem with. But as for the other three, out-of-class skills (this to me includes almost all non-adventuring skills) should be divorced from level and either chosen by player as in "before adventuring I was a blacksmith" or randomized as in "roll a d10 to see how good a natural swimmer you are".
Meant to get back to this earlier. I asked a question ("What do you do when there's an NPC you want to use that the system cannot generate?"), @Ashtagon went to the effort of responding, so I figured I should probably address his response.
If the trained guard is a level 1 Warrior, what was he before he finished his training?
The journeyman earns his day's wages, working alongside the master at his forge. He's nicely modelled as our level 1 something-or-other. But what about the master's apprentice? Doesn't he need to be statted as well?
We must also hope that the system provides us tools to adjust character stats based upon youth, or the infant daughter will be as strong as she will be in adulthood already, as she can't modify her stats until level 4 at the earliest.
Once that concession has been accepted, one can start worrying about where the line between those who need stats and those who don't should be drawn.
That Emperor of China might be 9 years old.
Guess we should start making some non-combat NPC classes, for both PCs and NPCs. It's about time, in my opinion. As always, play what you like![]()
For people that want to play a non-combat PC, and have been trying to bend the system for years? I guess, you know, so that the people that want support for that play style have it. You wouldn't ever even have to look at it. Why have those classes? What a weird question. As always, play what you likeAgain, why?
For people that want to play a non-combat PC, and have been trying to bend the system for years? I guess, you know, so that the people that want support for that play style have it. You wouldn't ever even have to look at it. Why have those classes? What a weird question. As always, play what you like![]()
It could do that. As always, play what you likeBut why should the game default to those outliers? Why not start in the middle with what is truly necessary, then just tell people "hey, if you want to go out in these weird directions... take the base rules and then add X, Y, and Z".
For people that want to play a non-combat PC, and have been trying to bend the system for years? I guess, you know, so that the people that want support for that play style have it. You wouldn't ever even have to look at it. Why have those classes? What a weird question. As always, play what you like![]()