Dannager
First Post
Not necessarily.
It's not a matter of "necessarily." There may be some (really) corner cases where the general rules outlined below don't apply. That's not the point. The point is that, in general and in very large part, the ways that NPCs are utilized in the course of a game are fundamentally different from the ways in which PCs are utilized, and that their design should reflect those differences.
Not necessarily. It may be that an evil cleric is less likely to prepare a healing spell, because he is evil.
That's not a function of his being an NPC; it's a function of his being evil. That said, a party of otherwise neutral PCs will be at a far more significant disadvantage if they are packing a Cleric who memorizes Inflict spells rather than Cure spells than a comparable NPC villain's entourage would be, because the PCs will be relying on healing magic to accomplish their purpose in the game construct while the NPC villain Cleric's entourage will not.
It may be something that a character who lives at the end of a dungeon and is expecting a fight doesn't think it's important. It may be that a character with a good fort save and a bunch of undead servants is not particularly worried about disease. But those considerations are independent of who is playing the character. That being said, I see more NPCs with Remove Disease than PCs, even evil ones; that's totally campaign dependent.
That's because NPCs in the system you run are designed with the same rules that PCs are, and as a result they have Remove Disease (which, I'd wager, you've almost never had any of them use; contrast with PC Clerics, who - in my experience - have nearly all had cause to use Remove Disease at least once in the course of their career).
Most NPCs are not enemies, unless your campaign is the PCs against the world.
That's true. Most NPCs whose mechanics I care about, however, are enemies. In all likelihood, I don't need to know that the local magewright who runs the potion shop prepared Shield this morning, or that the tavern wench has a -1 to attack with her pitcher of ale. I do need to know that sort of information for enemies.
But even if they are, those NPCs have lives, careers, and mechanics that go deeper than what we ever see "on screen" or in a game session.
Yes, and if we let ourselves get carried away with mundane details that will never have an impact on the game, you could be sitting there forever generating pointless trivialities and translating them into game mechanics.
So do PCs.
And they only have to worry about one person: their own character. You have to worry about dozens, if not hundreds. DMs don't have time for that level of (likely pointless) detail.
Their lives before the battle are not irrelevant.
Sure, but I'm not arguing that they are.
And even when NPCs are enemies, they may be ongoing foes,
The exception rather than the rule, and certainly not something that is hindered in any way by creating a better way to represent NPCs mechanically than with the same level of detail as PCs.
they may engage in a variety of activities before attacking, they may escape, they may be taken captive, they may take the PCs captive, they may change their mind and no longer be enemies. And PCs sometimes last only one combat encounter. So again, not necessarily.
If it is your belief that a PC is as likely to last one encounter as an enemy NPC, then you have a point.
Since that's ridiculous, you don't.
Simplicity and depth are not antithetical. My examination makes fewer assumptions than yours; you make a plethora of generalizations that are not explicitly stated in the rules, are not natural consequences of those rules, and are not necessarily the case in any particular D&D game.
I very much doubt that you have ever run a D&D campaign wherein your average enemy NPC has anywhere near the same longevity and mechanical impact as a function of their stat block as your average PC. Furthermore, I very much doubt that, even if you had, the same would hold true for any significant number of DMs.
The fact is that, for all the talk of every D&D game being unique and cautioning against making sweeping generalizations, the vast majority D&D games fall within a pretty predictable set of bounds.
In other words, it sounds to me like you are relying on your experiences to explain how the game works for people who are not you.
No, I'm pretty sure that the generalizations I've made are pretty non-controversial on the whole, and that you're being contrary about accepting them because your entire position is based on the idea that the exceptions to those generalizations are far-and-away more important than facilitating typical gameplay.
Last edited: