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Are NPCs like PCs?
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<blockquote data-quote="Lanefan" data-source="post: 8517674" data-attributes="member: 29398"><p>And the fact that non-Death-Eater witches and wizards choose not to use it doesn't mean they can't, it means they won't.</p><p></p><p>And that's a big difference. Having something available yet choosing not to use it is vastly different than not having it available at all; I'd rather make things available and let the characters (via their players) make their own choices.</p><p></p><p>Voldemort had no business losing, given how he was presented. His tactics were abysmal.</p><p></p><p>Again, inniate abilities are what they are, and (in 1e anyway) there's a limited number of Death Knights (I think it's 12) meaning they're not likely to have a great influence on the setting as a whole.</p><p></p><p>Two immense design mistakes caught in one sentence - well done!</p><p></p><p>Kobolds are monsters and should not be PCs - mistake one.</p><p>NPC Kobolds get powers that PC Kobolds do not - mistake two.</p><p></p><p>They have no right to advocate for their character?</p><p></p><p>Yikes.</p><p></p><p>First off, my PC is my PC; within rules and genre constraints I in theory have full control over what it does in the setting and just because it does something you don't like doesn't give you-as-DM the right to take it away from me.</p><p></p><p>Second off, who says I'm departing from the flow of the campaign? (and who set that flow in the first place?) Maybe I'm setting a new flow.</p><p></p><p>With rights come responsibilities; the corollary responsibility to the DM's right to do what you want is to not diminish the long term campaign for the short-term fun. Precedent is important; and every time you toos in one of these "cool and appropriate" ideas you're setting a precedent for the rest of that campaign.</p><p></p><p>You misread me, I think.</p><p></p><p>The example is flawed, but I'll run with it for now: if Voldemort without Avada Kedavra is too weak, don't replace him with 20 death eaters but instead give him a lieutenant or two with almost the same powers and abilities he has.</p><p></p><p>In D&D, if you're looking to run a solo Dragon and fear it'll be too weak as it stands, instead of giving it more abilities etc. add another Dragon to the mix by giving it a mate.</p><p></p><p>It's gamist only in that in my view the setting rules and constraints apply equally to everyone within the setting, exactly the same as how real-world physics apply equally to everyone on Earth.</p><p></p><p>If an author is going to go to all the work of creating a vibrant and believable setting it seems a complete waste to then go and violate that setting just to make chapter 9 a bit more exciting. The Wheel of Time novels are awful for this, which is too bad because otherwise they're good reads.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8517674, member: 29398"] And the fact that non-Death-Eater witches and wizards choose not to use it doesn't mean they can't, it means they won't. And that's a big difference. Having something available yet choosing not to use it is vastly different than not having it available at all; I'd rather make things available and let the characters (via their players) make their own choices. Voldemort had no business losing, given how he was presented. His tactics were abysmal. Again, inniate abilities are what they are, and (in 1e anyway) there's a limited number of Death Knights (I think it's 12) meaning they're not likely to have a great influence on the setting as a whole. Two immense design mistakes caught in one sentence - well done! Kobolds are monsters and should not be PCs - mistake one. NPC Kobolds get powers that PC Kobolds do not - mistake two. They have no right to advocate for their character? Yikes. First off, my PC is my PC; within rules and genre constraints I in theory have full control over what it does in the setting and just because it does something you don't like doesn't give you-as-DM the right to take it away from me. Second off, who says I'm departing from the flow of the campaign? (and who set that flow in the first place?) Maybe I'm setting a new flow. With rights come responsibilities; the corollary responsibility to the DM's right to do what you want is to not diminish the long term campaign for the short-term fun. Precedent is important; and every time you toos in one of these "cool and appropriate" ideas you're setting a precedent for the rest of that campaign. You misread me, I think. The example is flawed, but I'll run with it for now: if Voldemort without Avada Kedavra is too weak, don't replace him with 20 death eaters but instead give him a lieutenant or two with almost the same powers and abilities he has. In D&D, if you're looking to run a solo Dragon and fear it'll be too weak as it stands, instead of giving it more abilities etc. add another Dragon to the mix by giving it a mate. It's gamist only in that in my view the setting rules and constraints apply equally to everyone within the setting, exactly the same as how real-world physics apply equally to everyone on Earth. If an author is going to go to all the work of creating a vibrant and believable setting it seems a complete waste to then go and violate that setting just to make chapter 9 a bit more exciting. The Wheel of Time novels are awful for this, which is too bad because otherwise they're good reads. [/QUOTE]
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