Honestly, I would love it as a player if I was up against a fearsome spellcaster that we knew the name of (we'll say Greg here), and the DM had a chance to say something like "The lich raises his bony fist, and you feel your vitality start to drain into the air as he casts Greg's Blood Tornado."
Looking for some input on how you DM's justify in-game mechanics or magical effects that some npc's may have, but aren't listed in the PHB?
Do you mean that they just know something the PCs don't but could potentially learn, or does it just not matter in your game at all?I wave my hands and say, "It's magic!"
There is more in the Great Wheel and on Oerth than is imagined in your PHB, Horatio.
Do you mean that they just know something the PCs don't but could potentially learn, or does it just not matter in your game at all?
I agree in principle. So if the NPC wizard casts a spell that cannot be learned by PCs, where did it come from?Only a small amount of magic is about knowledge that can be learned.
They don't have to be created using the same rules as PCs (I like the pre-MMotM statblocks just fine), but I do believe an NPC designed to emulate a person should have abilities that are potentially duplicatable and can be learned by the right PC. To do otherwise puts gamism first to a degree I don't care for, and ruins immersion for me.In the early days of 5e, I would create NPCs using rules for PCs from the PHB. After a while, I realized this was quite time consuming and not as fun (for me) as I had initially thought. Nor was it even as necessary as I thought. Out of a desire to achieve a bit more efficiency with my prep time (one might read this as laziness, sure), I stopped using the class paradigm for NPCs altogether and instead invested that time in creating better scenarios. I haven't looked back. Now, sometimes my NPCs have strange abilities or spells not available to the PCs. Keeps things interesting for our table anyway.
TL;DR: NPCs/monsters don't have to follow the same rules as PCs