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"If this problem is so bad, why aren't YOU doing it, NPC?"
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<blockquote data-quote="delericho" data-source="post: 5000251" data-attributes="member: 22424"><p>For many, it will be a question of time. That high-level Wizard <em>could</em> 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.</p><p></p><p>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!</p><p></p><p>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.</p><p></p><p>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 <em>resurrection</em> magic will affect laws about succession!)</p><p></p><p></p><p></p><p>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.</p><p></p><p>It's like raising a child - there comes a point where you <em>can't</em> do everything for them, because you end up doing them more harm than good.</p><p></p><p></p><p></p><p>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.</p><p></p><p>Which sounds awfully familiar... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5000251, member: 22424"] For many, it will be a question of time. That high-level Wizard [i]could[/i] 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 [i]resurrection[/i] magic will affect laws about succession!) 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 [i]can't[/i] do everything for them, because you end up doing them more harm than good. 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... :) [/QUOTE]
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