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Are NPCs like PCs?
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<blockquote data-quote="Cadence" data-source="post: 8517779" data-attributes="member: 6701124"><p>Not [USER=29398]@Lanefan[/USER] obviously, but I don't think he ever said the current party in their classes should be able to get those powers. But that if a player wanted to end up with those powers there would be a path starting at character creation that would let them get there as they advanced, if they wanted to. So, if there is a spell out there cast by the archmage, the fighters in the all martial party certainly wouldn't get it, but it is something that a PC mage who paid the appropriate price could. And if there was a spell only castable by bugbears, then the PC who wants to cast it might need to pick bugbear as a race. And if there's a merchant skill, and a player wanted their PC to have it, why not (although they might not like sacrificing two levels of fighting skill to make up for all the time the merchant spent perfecting there craft).</p><p></p><p></p><p>If the PC needed a +7 in persuasion or deception that would come with years of training in a market, maybe I would let the PC swap out some other character things to get it. (Did you give up your school of magic training because you worked in the market place? A point of to hit and your armor training?). </p><p></p><p>It seems common in games I've been in to use rule 0, which you mention upthread, to let players modify the classes to fit their vision (a weapon proficiency they might not have by RAW, a different spell list for their cleric, etc...). Merchant training instead of a bunch of class skills seems ok (but I might warn the player that those skills might be much less useful to the party than some others).</p></blockquote><p></p>
[QUOTE="Cadence, post: 8517779, member: 6701124"] Not [USER=29398]@Lanefan[/USER] obviously, but I don't think he ever said the current party in their classes should be able to get those powers. But that if a player wanted to end up with those powers there would be a path starting at character creation that would let them get there as they advanced, if they wanted to. So, if there is a spell out there cast by the archmage, the fighters in the all martial party certainly wouldn't get it, but it is something that a PC mage who paid the appropriate price could. And if there was a spell only castable by bugbears, then the PC who wants to cast it might need to pick bugbear as a race. And if there's a merchant skill, and a player wanted their PC to have it, why not (although they might not like sacrificing two levels of fighting skill to make up for all the time the merchant spent perfecting there craft). If the PC needed a +7 in persuasion or deception that would come with years of training in a market, maybe I would let the PC swap out some other character things to get it. (Did you give up your school of magic training because you worked in the market place? A point of to hit and your armor training?). It seems common in games I've been in to use rule 0, which you mention upthread, to let players modify the classes to fit their vision (a weapon proficiency they might not have by RAW, a different spell list for their cleric, etc...). Merchant training instead of a bunch of class skills seems ok (but I might warn the player that those skills might be much less useful to the party than some others). [/QUOTE]
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