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<blockquote data-quote="pming" data-source="post: 6360339" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> No, I don't think I've seen anything either. I'm primarily posting this as a suggestion to try not thinking in "3e/4e/PF" terms. Thinking like a "0e/1e/BECMI" DM will probably serve you *much* better with the new 5e rule set. What that means, in regards to your topic...is that you don't "advance" an NPC. You create him whole-cloth for exactly what you want him to do. There are no 'rules', no 'advancement', no 'NPC classes', no 'templates', etc. that you simply tack on to a base and add the numbers.</p><p></p><p> Now, I suspect there will be stuff about NPC's in the DMG, but I seriously doubt there will be anything you might think of as "advancement". I'm guessing that an NPC will basically have a very simplified stat block that has his name, race, sex, age, stats, Proficiency Bonus and skills.</p><p></p><p> IMHO, this is a <strong>GOOD </strong>thing! A DM shouldn't spend an hour writing up two innkeepers just to try and have said innkeepers be "appropriately balanced". I've found that the way 5e plays is <strong><em>heavily </em></strong>leaning towards DM's actually doing DM stuff and not bookkeeping stuff. (re: a helluva lot easier to 'wing it' without worrying about stepping on anyones toes or otherwise messing up the system balance).</p><p></p><p> If you are talking opponent NPC's (re: ones with classes and such, like the PC's)...then just make them as PC's. Feel free to add what you want and take away what you don't. With the more simplified systems, which 5e is, its a lot harder to screw things up beyond repair; ex: take an NPC Fighter with Dueling Style...take his +2 damage away and sub it with +2 to his AC to simulate 'expert parrying'. Done. You won't break anything, I promise. It will make for a memorable NPC and you don't need any sort of template/class/whatever to do it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6360339, member: 45197"] Hiya. No, I don't think I've seen anything either. I'm primarily posting this as a suggestion to try not thinking in "3e/4e/PF" terms. Thinking like a "0e/1e/BECMI" DM will probably serve you *much* better with the new 5e rule set. What that means, in regards to your topic...is that you don't "advance" an NPC. You create him whole-cloth for exactly what you want him to do. There are no 'rules', no 'advancement', no 'NPC classes', no 'templates', etc. that you simply tack on to a base and add the numbers. Now, I suspect there will be stuff about NPC's in the DMG, but I seriously doubt there will be anything you might think of as "advancement". I'm guessing that an NPC will basically have a very simplified stat block that has his name, race, sex, age, stats, Proficiency Bonus and skills. IMHO, this is a [B]GOOD [/B]thing! A DM shouldn't spend an hour writing up two innkeepers just to try and have said innkeepers be "appropriately balanced". I've found that the way 5e plays is [B][I]heavily [/I][/B]leaning towards DM's actually doing DM stuff and not bookkeeping stuff. (re: a helluva lot easier to 'wing it' without worrying about stepping on anyones toes or otherwise messing up the system balance). If you are talking opponent NPC's (re: ones with classes and such, like the PC's)...then just make them as PC's. Feel free to add what you want and take away what you don't. With the more simplified systems, which 5e is, its a lot harder to screw things up beyond repair; ex: take an NPC Fighter with Dueling Style...take his +2 damage away and sub it with +2 to his AC to simulate 'expert parrying'. Done. You won't break anything, I promise. It will make for a memorable NPC and you don't need any sort of template/class/whatever to do it. :) ^_^ Paul L. Ming [/QUOTE]
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