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<blockquote data-quote="I'm A Banana" data-source="post: 5397018" data-attributes="member: 2067"><p>It ain't a demand. It's an in-character choice to advance along a particular path. The Wizard sees the Necromancer in action, and decides to pursue the dark arts (but use them for good). The Fighter faces off against a gladiator in the sand-pits, and then has the gladiator teach him some nifty tricks. The Cleric witnesses a strange miracle from a rival of his gods' and starts asking for the same. The Thief sees a rogue from another guild swiping the treasure out from under her, and says "I want to do <em>that</em>!"</p><p></p><p>It ruins the mood and feels unfair to say "Oh, they did that with skill and ability and magic and suchlike that you have no hope of ever acquiring, so sad, but hey, it's <em>mysterious and awesome</em>, amirite? Aren't you <em>mystified</em>? Don't you feel <em>awed</em>?"</p><p></p><p>This happens because, presumably, all mortals are made more-or-less equal. Any given human has the ability to go out and do something that any other human has the ability to go out and do (and presumably, dwarves and elves and the like are on the same continuum). The major difference between a dirt farmer and a 30th level Wizard isn't fate or birth order or blood or genetics or radiation exposure or wealth or gender or hair color, but choices and training. Presumably, by making similar choices, and undergoing similar training, the dirt farmer can become a 30th level wizard. All it takes to be a Warlock is to make a pact with something unsettling. It takes no particular difference what you are. You could be a particularly intelligent pig. </p><p></p><p>I guess that's a particularly modernist, American, idealistic take on the nature of (most) heroes in D&D, and it doesn't <strong>have</strong> to be that way (sorcerers are explicitly an exception to that rule, forex, and arguably divine characters are more chosen than trained), but the rules and fluff imply and reinforce that idea frequently. And even when they don't, it can be a metagame thing: player X sees ability Y and wants to use it. Why not enable that fun? Make it balanced, and give it to 'em. </p><p></p><p>So if the only difference between a 30th level Fighter and a stableboy is how many goblins you've killed, the difference between a 29th level Fighter PC and a 29th level NPC fighter should be even smaller, and, presumably, their abilities and statistics should be close-to similar (though I doubt anyone will do a detailed accounting of the exact numbers, they WILL notice big deviations from the norm).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5397018, member: 2067"] It ain't a demand. It's an in-character choice to advance along a particular path. The Wizard sees the Necromancer in action, and decides to pursue the dark arts (but use them for good). The Fighter faces off against a gladiator in the sand-pits, and then has the gladiator teach him some nifty tricks. The Cleric witnesses a strange miracle from a rival of his gods' and starts asking for the same. The Thief sees a rogue from another guild swiping the treasure out from under her, and says "I want to do [I]that[/I]!" It ruins the mood and feels unfair to say "Oh, they did that with skill and ability and magic and suchlike that you have no hope of ever acquiring, so sad, but hey, it's [I]mysterious and awesome[/I], amirite? Aren't you [I]mystified[/I]? Don't you feel [I]awed[/I]?" This happens because, presumably, all mortals are made more-or-less equal. Any given human has the ability to go out and do something that any other human has the ability to go out and do (and presumably, dwarves and elves and the like are on the same continuum). The major difference between a dirt farmer and a 30th level Wizard isn't fate or birth order or blood or genetics or radiation exposure or wealth or gender or hair color, but choices and training. Presumably, by making similar choices, and undergoing similar training, the dirt farmer can become a 30th level wizard. All it takes to be a Warlock is to make a pact with something unsettling. It takes no particular difference what you are. You could be a particularly intelligent pig. I guess that's a particularly modernist, American, idealistic take on the nature of (most) heroes in D&D, and it doesn't [B]have[/B] to be that way (sorcerers are explicitly an exception to that rule, forex, and arguably divine characters are more chosen than trained), but the rules and fluff imply and reinforce that idea frequently. And even when they don't, it can be a metagame thing: player X sees ability Y and wants to use it. Why not enable that fun? Make it balanced, and give it to 'em. So if the only difference between a 30th level Fighter and a stableboy is how many goblins you've killed, the difference between a 29th level Fighter PC and a 29th level NPC fighter should be even smaller, and, presumably, their abilities and statistics should be close-to similar (though I doubt anyone will do a detailed accounting of the exact numbers, they WILL notice big deviations from the norm). [/QUOTE]
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