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Are NPCs like PCs?
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<blockquote data-quote="Lyxen" data-source="post: 8517564" data-attributes="member: 7032025"><p>And for me, that is the core of the problem. It is absolutely arbitrary and based only on what YOU think is the correct structure because you find it aesthetically pleasing as it fits that of the PC classes.</p><p></p><p></p><p></p><p>And what I find slightly annoying is the fact that you believe that because some of us are not following the class structure, our NPCs are less consistent. But it's not the case, because you actually can create NPCs which bring their character and personality closer to their mechanical description when you let go of the constraints.</p><p></p><p>Two simple examples, one thanks to [USER=4881]@Sabathius42[/USER]:</p><ul> <li data-xf-list-type="ul">Simple merchant, I don't want him to have an overwhelming charisma because it does not fit his position, character and personality, but I still want him to be a very savvy merchant, while having ZERO reason to be of a class that gives him expertise in deception and persuasion. Well, I just create him that way, 14 charisma, just a few hit points, expertise in both skills, and I have a very consistent merchant, much more than if I had had to give him class levels to give him expertise.</li> <li data-xf-list-type="ul">His bodyguard, I want the bodyguard to have skills that simply do not exist, but he is a simple bodyguard and certainly not the match for an experienced high level fighter. I just take a standard "warrior-type" NPC and strap on a few abilities and <a href="https://www.dndbeyond.com/monsters/684821-bodyguard" target="_blank">here you go</a>. The combination of Goading Attack, Mental Fortitude, Body Shield and Protection Reaction ensures that he makes a very efficient bodyguard, something that PCs can never really be unless they are very high level and come with all sort of other abilities which are not only totally irrelevant to the bodyguard, but would also make it much harder to run, much longer to create, and actually inconsistent in the situations in which he is encountered.</li> </ul><p>Both these NPCs are technically absolutely correct, were easy to create and will be easy to run, will be easily understandable as characters by the PCs, their technical abilities perfectly match what the players will expect, while still possibly managing some surprises if a fight comes up and the bodyguard effectively covers the merchant when that one tries to run.</p><p></p><p></p><p></p><p>And my perspective is that not only are you doing a huge amount of work (which is fine if you have the time for it and enjoy it, of course, but it's still time that I could have spent writing complex intrigues and plots for example), but the end result, constrained by PC rules, is certainly not guaranteed to provide either more verisimilitude or fun to the players.</p><p></p><p></p><p></p><p>Well, with 5e, I have what I consider the best of breed, a system in which I can create mechanically if I want to, but also do a quickie as above. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lyxen, post: 8517564, member: 7032025"] And for me, that is the core of the problem. It is absolutely arbitrary and based only on what YOU think is the correct structure because you find it aesthetically pleasing as it fits that of the PC classes. And what I find slightly annoying is the fact that you believe that because some of us are not following the class structure, our NPCs are less consistent. But it's not the case, because you actually can create NPCs which bring their character and personality closer to their mechanical description when you let go of the constraints. Two simple examples, one thanks to [USER=4881]@Sabathius42[/USER]: [LIST] [*]Simple merchant, I don't want him to have an overwhelming charisma because it does not fit his position, character and personality, but I still want him to be a very savvy merchant, while having ZERO reason to be of a class that gives him expertise in deception and persuasion. Well, I just create him that way, 14 charisma, just a few hit points, expertise in both skills, and I have a very consistent merchant, much more than if I had had to give him class levels to give him expertise. [*]His bodyguard, I want the bodyguard to have skills that simply do not exist, but he is a simple bodyguard and certainly not the match for an experienced high level fighter. I just take a standard "warrior-type" NPC and strap on a few abilities and [URL='https://www.dndbeyond.com/monsters/684821-bodyguard']here you go[/URL]. The combination of Goading Attack, Mental Fortitude, Body Shield and Protection Reaction ensures that he makes a very efficient bodyguard, something that PCs can never really be unless they are very high level and come with all sort of other abilities which are not only totally irrelevant to the bodyguard, but would also make it much harder to run, much longer to create, and actually inconsistent in the situations in which he is encountered. [/LIST] Both these NPCs are technically absolutely correct, were easy to create and will be easy to run, will be easily understandable as characters by the PCs, their technical abilities perfectly match what the players will expect, while still possibly managing some surprises if a fight comes up and the bodyguard effectively covers the merchant when that one tries to run. And my perspective is that not only are you doing a huge amount of work (which is fine if you have the time for it and enjoy it, of course, but it's still time that I could have spent writing complex intrigues and plots for example), but the end result, constrained by PC rules, is certainly not guaranteed to provide either more verisimilitude or fun to the players. Well, with 5e, I have what I consider the best of breed, a system in which I can create mechanically if I want to, but also do a quickie as above. :) [/QUOTE]
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