Nope.
Game wise, PCs should be full of dials and knobs for players to fiddle with. NPCs and Monsters do not need such dials and knobs, they get in the way.
Fiction wise, I like using D&D to play heroic fantasy. So I want PCs to be unusual; either by fate, or by early events in campaign.
As an example, in the campaign I am working on for the end of the pandemic(tm), without cheating mortals basically cap out at level 5.
Mages mostly use spell scrolls; some specialize in destroying them less often. Producing scrolls is done by trained scribes. Priests/shamans use relics. Some holy warriors are imbued with power from relics. Others make deals with spirits.
The PCs at level 1 are already unusual, if not exceedingly so. A Wizard PC was really good at not destroying the simplest of spell scrolls, for example; but wasn't very good at the higher magics.
In the Tier 1 plot, the PCs "stumble" over something big that both changes them and leads to ths rest of the campaign. Thus justifies their fast advancement in power, without having to have a world warped by it.
I don't like games where "adventuring" is a profession. I only need the PCs, and replacements for when they die/retire, to adventure.
Game wise, PCs should be full of dials and knobs for players to fiddle with. NPCs and Monsters do not need such dials and knobs, they get in the way.
Fiction wise, I like using D&D to play heroic fantasy. So I want PCs to be unusual; either by fate, or by early events in campaign.
As an example, in the campaign I am working on for the end of the pandemic(tm), without cheating mortals basically cap out at level 5.
Mages mostly use spell scrolls; some specialize in destroying them less often. Producing scrolls is done by trained scribes. Priests/shamans use relics. Some holy warriors are imbued with power from relics. Others make deals with spirits.
The PCs at level 1 are already unusual, if not exceedingly so. A Wizard PC was really good at not destroying the simplest of spell scrolls, for example; but wasn't very good at the higher magics.
In the Tier 1 plot, the PCs "stumble" over something big that both changes them and leads to ths rest of the campaign. Thus justifies their fast advancement in power, without having to have a world warped by it.
I don't like games where "adventuring" is a profession. I only need the PCs, and replacements for when they die/retire, to adventure.