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Appropriate Level for a Leader of 3,000 Cavalry
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<blockquote data-quote="blargney the second" data-source="post: 1178455" data-attributes="member: 14678"><p>I'm not sure I agree with you completely on this one. You are perhaps right about the <em>word</em> of the rules, but I think you are missing the spirit of them. I know, I know, there is a table in the DMG for distributing levels over a population. However, here's what I believe you think is a house rule: I think that table is stupid because it doesn't use all the other rules that WotC wrote and put in the DMG.</p><p></p><p>D&D has a long-standing tradition of not making any distinction between monsters and NPCs: they were simply all in the game to make the 'heroes' seem heroic. Thus, commoners were 0 level to make them so powerless that they required the PCs aid to eat a lollipop. They simply weren't a factor on the power scale. They weren't people, they were fragile porcelain reasons to go out and slay things.</p><p></p><p>With the advent of 3e, D&D has broken from that tradition: commoners are now 1st level <em>or higher</em>, the same as everything else. There are NPC classes to specialize the various roles that people can have in society, and they all have progressions to 20th level. NPCs have become people and not monsters or excuses to kill things.</p><p></p><p>Don't worry though, commoners are still crappy! Lowest hit die, lowest BAB, lowest saves... there is no cat that can't kill a 1st level villager in a round. (If you take my example of 1st level = children, a cat in real life can actually kill a child, but they'd have to be something nasty to kill an adult or adolescent.)</p><p></p><p>I haven't seen any compelling argument why you shouldn't use the class progressions that are in the core rulebooks. Maybe for you it "isn't real D&D", but if they wrote the rules, I can use them and still call my game D&D.</p><p></p><p>--</p><p></p><p>Anyways, I made one point earlier that hasn't been summarily dismissed by the words "house rules": healers, scouts, and arcanists in a D&D army. Where is the magic in the only organisation that stands between a nation and being ignominiously overrun by kobolds?</p><p></p><p>-blarg II</p></blockquote><p></p>
[QUOTE="blargney the second, post: 1178455, member: 14678"] I'm not sure I agree with you completely on this one. You are perhaps right about the [i]word[/i] of the rules, but I think you are missing the spirit of them. I know, I know, there is a table in the DMG for distributing levels over a population. However, here's what I believe you think is a house rule: I think that table is stupid because it doesn't use all the other rules that WotC wrote and put in the DMG. D&D has a long-standing tradition of not making any distinction between monsters and NPCs: they were simply all in the game to make the 'heroes' seem heroic. Thus, commoners were 0 level to make them so powerless that they required the PCs aid to eat a lollipop. They simply weren't a factor on the power scale. They weren't people, they were fragile porcelain reasons to go out and slay things. With the advent of 3e, D&D has broken from that tradition: commoners are now 1st level [i]or higher[/i], the same as everything else. There are NPC classes to specialize the various roles that people can have in society, and they all have progressions to 20th level. NPCs have become people and not monsters or excuses to kill things. Don't worry though, commoners are still crappy! Lowest hit die, lowest BAB, lowest saves... there is no cat that can't kill a 1st level villager in a round. (If you take my example of 1st level = children, a cat in real life can actually kill a child, but they'd have to be something nasty to kill an adult or adolescent.) I haven't seen any compelling argument why you shouldn't use the class progressions that are in the core rulebooks. Maybe for you it "isn't real D&D", but if they wrote the rules, I can use them and still call my game D&D. -- Anyways, I made one point earlier that hasn't been summarily dismissed by the words "house rules": healers, scouts, and arcanists in a D&D army. Where is the magic in the only organisation that stands between a nation and being ignominiously overrun by kobolds? -blarg II [/QUOTE]
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