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General Tabletop Discussion
*Pathfinder & Starfinder
design of town npc level
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<blockquote data-quote="scramasax" data-source="post: 4279716" data-attributes="member: 68515"><p>I don't care about hp and combat skill for most of them. I care much about the non combat skill like insight, diplomacy, knowledge, bluff and rituals that the npc can do. When I build a campaign around a town they will see often the same npc and interact with them so it is just fair for the player to always use the same insight skill fo the same npc . As time goes on the player begin to learn that some npc are better at reading their lie than some others. </p><p></p><p>While playing my player will tell lie to the npc, try to know if they bluff, try to buy some service from them. I find it just easier to already have beforehand the stat when I need them than calculate them on the fly i the middle of the game. Player will do all kind of things you have not think about and having the stats ready help. </p><p></p><p>For hero class npc like mage and priest the players will know that if the npc is able to do spell A it is because they are of a level high enough to do spell B later in the game. </p><p></p><p>I like also to imagin how many high level there is inside an organisation. If you use a standard world like greyhawk or forgotten realms the higher level priest will be in some specific town and the level will go down as town get smaller. If they require something specific service the player might have to go to the next bigger town because they ask for something just too big for where they are. With the new rules I am still lost about what would be normal for a town of 1000 people or 10 000 people or how many level 25 is there in the world</p></blockquote><p></p>
[QUOTE="scramasax, post: 4279716, member: 68515"] I don't care about hp and combat skill for most of them. I care much about the non combat skill like insight, diplomacy, knowledge, bluff and rituals that the npc can do. When I build a campaign around a town they will see often the same npc and interact with them so it is just fair for the player to always use the same insight skill fo the same npc . As time goes on the player begin to learn that some npc are better at reading their lie than some others. While playing my player will tell lie to the npc, try to know if they bluff, try to buy some service from them. I find it just easier to already have beforehand the stat when I need them than calculate them on the fly i the middle of the game. Player will do all kind of things you have not think about and having the stats ready help. For hero class npc like mage and priest the players will know that if the npc is able to do spell A it is because they are of a level high enough to do spell B later in the game. I like also to imagin how many high level there is inside an organisation. If you use a standard world like greyhawk or forgotten realms the higher level priest will be in some specific town and the level will go down as town get smaller. If they require something specific service the player might have to go to the next bigger town because they ask for something just too big for where they are. With the new rules I am still lost about what would be normal for a town of 1000 people or 10 000 people or how many level 25 is there in the world [/QUOTE]
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design of town npc level
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