delericho
Legend
While writing an adventure, one detail I normally gloss over or flat-out ignore is why higher level NPCs don't join the epic struggle that the PCs are involved in. For kick down the door style of play it's less of a problem, but the question still stands as to why higher level adventurers haven't already scoured the place for every last monster and every bit of treasure.
For many, it will be a question of time. That high-level Wizard could wipe out the Goblin horde with ease, but it would involve taking several days away from his studies into the nature of magic, studies that he considers more important.
For some, it will be a matter of inclination. Sure, that high-level Rogue could deal with the assassin's guild... but what's in it for him? Indeed, for some, the existence of that assassin's guild may be occasionally useful!
For some, it may be a question of balance. They have a tacit agreement with the forces of evil that they won't take big, dramatic action, because if they do then the forces of evil will mobilise their 'big guns' in response and swarm the local area... mutually assured destruction results.
For some, it is a matter of risk. That high-level Fighter could deal with the invading Hobgoblin army... but there's always the risk he might die in the process. Problem is, he's also the crown prince, and if he dies it distabilises the entire kingdom. (And who knows how resurrection magic will affect laws about succession!)
That solution bothers me, just because I like having mentor type NPC's there...
Well, there's another thing. In D&D 3e and beyond, there aren't any effects that grant immortality (except via undeath). All those high level NPCs are going to die one day, and they really need someone to take over the good fight on behalf of the people left behind. But that means training up a new generation of heroes. Of course, that requires that they gain practical experience in fighting evil, and that means going on adventures.
It's like raising a child - there comes a point where you can't do everything for them, because you end up doing them more harm than good.
Another question is, why do adventuring parties seem to be steady around 4-6 people? Wouldn't it make more sense to take 20 able bodied adventurers into the goblins halls?
Not really, they'd just get in one another's way. Also, there wouldn't be enough treasure to go around, which means they'd end up being under paid. Ideally, from a cost/benefit point of view, you want as small a team as possible, each with a fairly narrow speciality in which they are very skilled.
Which sounds awfully familiar...
