Fifth Element
Legend
I think there are several posters getting worked up in this thread. Let's try to cool it down before the mods have to step in, eh? There is some good discussion going on, let's try to stick to that.
Ximenes088 said:So if NPCs are supposed to be invariably weaker than PCs, who exactly are the PCs supposed to be fighting? And how do you explain that 5th level solo NPC that is strong enough to take on four or five same-leveled PCs at once, _alone_. No PC will ever be able to single-handedly challenge four same-leveled PC enemies, so clearly there's at least one major class of NPCs that is much more powerful than any PC will ever be at that level.
Exchange the 2 Skirmishers with 2 Minions. Suddenly, the Guard is very effective, and he might even be able to survive multiple such attacks. (Though his special abilities might become of little use).AllisterH said:Thanks, I'm just getting a little testy that when I make points, it seems to get ignored. I'm having a bad day (usually, I could care less...)
As for the guard, er, no, I don't think the guard could take a couple of goblins. In fact, I know a pair of kobolds would probably work him over.
Kobold Skirmisher; Level 1 Skirmisher
Small Natural Humanoid; XP 100
Initiative: +5 Senses Perception +0; darkvision
HP 27; Bloodied 13
AC 15; Fortitude 11, Reflex 14, Will 13; see also trap sense
Speed 6
Spear(standard; at-will) - Weapon
+6 vs. AC; 1d8 damage; see also mob attack
Combat Advantage
The Kobold Skirmisher deals an extra 1d6 damage on melee and ranged attacks on any target it has combat advantage against.
Mob Attack
The Kobold Skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target
Shifty(minor; at-will)
The Kobold shifts 1 square as a minor action
Trap Sense
The Kobold gains +2 bonus to defense against all traps
Alightment Evil Languages Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Str 8(-1) Dex 16(+3) Wis 10(+0)
Con 11(+0) Int 6(-2) Cha 15(+2)
Equipment hide armor, light shield, spear
Honestly, I'd bet on the two kobolds beating the guard into the ground. 3 kobolds? Total massacre IMHO.
(p.s. Darren, the skills ARE listed for the guard. He has the exact same skills as the PCs but the stat block only lists the exceptional ones (a.ka the ones that are Trained). From reading the other monsters, what gets listed with skills are only those one (the math works out)). It doesn't mean the monster doesn't possess any skils other than those listed, but they default to the formula which doesn't need to be statted).l
Thyrwyn said:The ability to challenge x is not the same as the ability to defeat x.
A 6th lvl Solo Monster is a "challenge" for 4 6th lvl PCs - All things being equal, the PCs are expected to survive the encounter. The Monster is not.
Or you can go the 3E route. Yes, you can become him, but this gives you aXimenes088 said:A single 6th level solo NPC will almost invariably kill a single 6th level PC. Given that 6th level PC parties are expected to encounter 6th level solo NPCs as not-unusual enemies, I think it safe to say that PCs will regularly encounter NPCs much more individually powerful than them, even if the enemies don't have PC class levels.
As for why PCs can never become Sergeant Nails the 5th level solo NPC, well, it's because Sergeant Nails is at the culmination of his life and will never get more powerful, barring plot device. Or it's because he sold his soul to Chesty Puller. Or it's because of a one-off alchemical experiment. Or any other explanation that points out that being a solo NPC is optimal for him, but a bad idea for the PC.
Lizard said:One of the best things in a well run campaign is coming back from A Trip Over Yonder and finding the world has *changed*. That bar wench now has a baby, and it looks a lot like you. Your grampa died of something no cleric can fix. The slimy advisor to the mayor...is now the mayor. Your pesky kid brother has got his first PC level and he's rarin' to go kill some kobolds.
Likewise, if you stop the orcs from invading the lands to the south, that means the overlord of the north can rampage unopposed -- and vice versa. There's forces in motion all around the world, and while you're powerful and skilled and all that, the world is going to keep turning whether you're watching it or not -- and then you have to deal with the consequences of your decisions.
To my mind, the quantum world where only what the PCs are watching exists is a boring one, one I can neither play in nor run. I expect my DMs to run a living world, where my actions *matter to the world*, but do not *define the world*; I try to give my players a place where saving the world matters because the world feels worth saving.
In my long running D20M Shadow Chasers game, part of the story of the PCs was their discovering how vast and expansive the 'hidden world' was. The discovery of organization, cults, agencies, and informal networks, of the fact they were one band of heroes among many -- not the first, not the last -- made the world believable, and their rise in NPC estimation from "Oh, great, another bunch of wannabe scoobys" to "OK, it's getting heavy. Call THEM." was the main arc of the campaign. They didn't matter to the world because they were the PCs; they mattered to the world because of the things they did.
kennew142 said:I fail to see how any of these elements require NPCs be written up in the same style as PCs. Everything you've written above applies to every campaign I've ever run, and I've never found it necessary to treat PCs and NPCs exactly the same. In truth, unless you have a full character sheet written up for every NPC the characters interact with, you aren't treating them as the same thing either.