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Character Level / World Power - Comparison
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<blockquote data-quote="Silveras" data-source="post: 1606760" data-attributes="member: 6271"><p>Oh, I can certainly agree there; there are some serious issues with plausible world-building using the Core rules to populate it. </p><p></p><p></p><p></p><p>That, though, I think comes back to the "PCs are automatically better" theory. It works for some, but not for all. And it is easier to have a base system that does not make Adventurers automatically better; that way, the DM can choose to make them better if that is what s/he wishes. It is harder to take that status away if the core rules presume it is granted. </p><p></p><p>Levels bestow more than just hit points - they also bestow Feats and Skill Points, the primary mechanisms for NPCs to improve in their professions. </p><p></p><p>One aspect of the variant rules in Unearthed Arcana that I like is the Craft Points. Aside from making it easier on PCs crafting things on the road, it adds feats that are of value to NPC craftspeople. Craft Masterwork Armor, Craft Masterwork Melee Weapon, Craft Alchemical Item, and Craft Masterwork Ranged Weapon are required under that system in order to make the appropriate items. I like this, as it gives advancing NPCs worthwhile feats to take, it makes "Master craftspeople" NPCs of 5th level better defined, and it helps to separate the PCs' ability to mend or make their own equipment from the NPCs' abilities to make better (as professionals tend to be better).</p><p></p><p>[Edit: Oh, and your suggestion about the Blacksmith earning XP slowly through his craft ? That's what SKR suggests. The disconnect seems to be your idea of 'very slow' and SKR's idea of 'very slow'. SKR's is based on PC advancement in the core rules. Your idea of PC advancement 1-level-per-year is fine as long as your players are happy, but it is much slower than the core rules results in. Taking that into consideration, SKR is saying the same thing as you are, just phrased without your personal campaign's adjusted time frame.]</p></blockquote><p></p>
[QUOTE="Silveras, post: 1606760, member: 6271"] Oh, I can certainly agree there; there are some serious issues with plausible world-building using the Core rules to populate it. That, though, I think comes back to the "PCs are automatically better" theory. It works for some, but not for all. And it is easier to have a base system that does not make Adventurers automatically better; that way, the DM can choose to make them better if that is what s/he wishes. It is harder to take that status away if the core rules presume it is granted. Levels bestow more than just hit points - they also bestow Feats and Skill Points, the primary mechanisms for NPCs to improve in their professions. One aspect of the variant rules in Unearthed Arcana that I like is the Craft Points. Aside from making it easier on PCs crafting things on the road, it adds feats that are of value to NPC craftspeople. Craft Masterwork Armor, Craft Masterwork Melee Weapon, Craft Alchemical Item, and Craft Masterwork Ranged Weapon are required under that system in order to make the appropriate items. I like this, as it gives advancing NPCs worthwhile feats to take, it makes "Master craftspeople" NPCs of 5th level better defined, and it helps to separate the PCs' ability to mend or make their own equipment from the NPCs' abilities to make better (as professionals tend to be better). [Edit: Oh, and your suggestion about the Blacksmith earning XP slowly through his craft ? That's what SKR suggests. The disconnect seems to be your idea of 'very slow' and SKR's idea of 'very slow'. SKR's is based on PC advancement in the core rules. Your idea of PC advancement 1-level-per-year is fine as long as your players are happy, but it is much slower than the core rules results in. Taking that into consideration, SKR is saying the same thing as you are, just phrased without your personal campaign's adjusted time frame.] [/QUOTE]
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