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Discussing 4e Subsystems: The PC/NPC Divide
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<blockquote data-quote="nightwyrm" data-source="post: 4564041" data-attributes="member: 75542"><p>What I like about 4e NPC/monster creation rules (more of a guideline really) is precisely because it allows me to create characters that are mechanically different from the PCs. It also allows me to create NPCs that are completely different from each other and don't have to follow the same rules. The generally means that I can, in theory, populate the entire game world with characters that are all mechanically unique. </p><p> </p><p>I find no loss of versimilitude with this paradigm. If no NPC have to following the same rules in character creation, then no single NPC could be accused of breaking the rules, because there are no ironclad rules. I find that this is actually a more realistic representation. In the real world, people aren't "built" using the same rules. Trying to accurately model the abilities and ability progression of a soldier, a baker, a professor etc. all using the same class/skill ruleset is futile. Even two people in the same profession can have dramatically different abilities in real life. Why get so hung up on making sure everybody in a game world follow the same rules?</p></blockquote><p></p>
[QUOTE="nightwyrm, post: 4564041, member: 75542"] What I like about 4e NPC/monster creation rules (more of a guideline really) is precisely because it allows me to create characters that are mechanically different from the PCs. It also allows me to create NPCs that are completely different from each other and don't have to follow the same rules. The generally means that I can, in theory, populate the entire game world with characters that are all mechanically unique. I find no loss of versimilitude with this paradigm. If no NPC have to following the same rules in character creation, then no single NPC could be accused of breaking the rules, because there are no ironclad rules. I find that this is actually a more realistic representation. In the real world, people aren't "built" using the same rules. Trying to accurately model the abilities and ability progression of a soldier, a baker, a professor etc. all using the same class/skill ruleset is futile. Even two people in the same profession can have dramatically different abilities in real life. Why get so hung up on making sure everybody in a game world follow the same rules? [/QUOTE]
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