NPC classes-VERY LONG!

Christian

Explorer
One of my favorite things from the 3E DMG was the NPC classes. Putting NPC's on a similar footing to PC's with (underpowered) classes to use was, IMO, a wonderful idea. It's grown on me with familiarity, and while there are a few problems with it in practice, I'm looking to incorporate it more heavily than is standard in my conversion of my 1st Edition AD&D campaign world.

Here's the idea: nearly everyone, I mean everyone, has only NPC class levels. PC classes are, while not limited to PC's, limited to adventurers. Most people do not charge into situations that are likely to have them fighting demons and dragons, thank you very much; only the few people who are willing to take on those kinds of risks & their commensurate rewards have PC class levels.

The standard experience system applies only to adventurers-normal people (i.e. those with NPC classes) get experience points through, well, experience. By training and practice, not by overcoming challenges. The base numbers I'm looking at are an average of 2 x.p. per day for commoners, 5-6 for characters of other classes. (I suppose that this could apply to adventurers, too, at this rate. Few characters of even low levels will be interested in taking three weeks off to train for 100 x.p. ... but I digress.)

Note that this doesn't scale with level. A commoner will reach 2nd level after about a year and a half of experience, 3rd after 4 years or so, etc. It takes about 50 years to reach 8th level as a commoner, about 16 as another class. (I'll need to work out a reduced rate for nonhumans, lest the multiverse be overrun with 50th level elven commoners. :))

Primary effects:

1. There are very few really high-level NPC's. The old gaffer pulling roots down the street is, at most, a 9th or 10th level commoner. The famous retired general might be a 15th or 16th level warrior, etc.

2. There are very few really low-level NPC's. The world isn't packed with 1st level commoners-most of the folks you meet on the street are probably more like 3rd-5th level. Forget the 1st level warriors in the town guard-that's a snot-nosed kid just out of basic training. Even a low-ranked guardsman for a dinky town is likely to be at least 2nd level, likely more like 3rd. The sergeant is likely to be 6th-8th level. :eek:

3. There are very few characters of any level with PC classes. The thieves' guild isn't packed with Rogues-these guys are mostly experts and commoners. The wandering minstrel is an expert, the fighting mystics and roving woodsmen are expert/warrior multiclasses, and the priests at the temple are adepts, experts, and possibly a warrior/aristocrat or two. The wizards are-well, more on that below. The exceptions would be retired adventurers who have settled down, possibly having multi-classed to an NPC class.

Secondary effects:

1. No 20th level commoners beating people up. (Yay!)

2. Don't mess with the experienced warriors of the town guard just because they're stupid NPC's. Could get ugly ...

3. Don't think you can get your dead buddy restored to life at the temple in virtually any good-sized city. The patriarch is probably an Adept12/Expert2. Finding even a 9th level cleric with access to raise dead might be a challenge ...

Well, there are others, that I'm sure you can imagine. I've thought of a few problems, and I'm fishing for more, so I can either fix them or drop this wacky idea. One problem is-arcane spellcasters. You can vaguely simulate virtually every role in the game with combinations of NPC classes, except for the wizard and sorceror. I'm thinking about creating an 'arcane adept' class, possibly using the adept spell progression but with access to a small number of (fixed? variable?) arcane schools of magic. They'd use spell books, preparation, and other related wizard rules ... Another problem is with the NPC wealth tables. Again, with so many mid-high level characters running around, these are obviously not appropriate. I'd probably want to make a new set for the NPC classes, probably more than one. (An 8th level commoner would probably not have as much wealth as an 8th level aristocrat. :))

So-any thoughts?
 

log in or register to remove this ad

I agree for the most part, though I un it slightly differently. First, I don't limit PC classes to adventurers - they're mostly adventurers, but others are possible. Second, I don't set level 3-5 as the standard for peasants - the farmer out in his field is a level 1-3 commoner in all likelihood.

Still, I like it - especially the idea of adepts running the temples. :)
 

I like the NPC classes too, although I think they are generally too strong, especially the Expert (10 class skills? 6+Int points? all simple weapons?). But I like my NPCs weak and grovelly.

As for earning experience daily. I know my players, they WOULD say "we do nothing for a year to get to the next level."

To counteract this, I think I would call the experience points you get from hanging around "NPC experience," and it would only go towards an NPC level. This way you won't get the party deciding to be inactive for a month waiting for one of the characters who's almost at the next level to make it there.

Even with this, I don't think it's a good idea. I don't think that you should tie together NPC age and NPC level so closely. I have no problems with the young mayor of a village being a level 5 commoner, with the 60 year-old farmer still at level 1. I can't think of a good mechanism to explain this, except maybe that NPCs earn NPC experience by fulfilling the role of a social leader in their group, rather than just by doing their job.

I also don't like the idea of all the NPCs in the world averaging to levels 3-5 very much. It makes the PCs sort of wimps starting out at first level. It makes me wonder why orcs, kobolds, etc., don't also have 3-5 NPC levels under their belts.

These are just my thoughts as a DM on these changes for my campaign. They might work out fine in yours.
 

Christian said:
One problem is-arcane spellcasters. You can vaguely simulate virtually every role in the game with combinations of NPC classes, except for the wizard and sorceror. I'm thinking about creating an 'arcane adept' class, possibly using the adept spell progression but with access to a small number of (fixed? variable?) arcane schools of magic. They'd use spell books, preparation, and other related wizard rules ... So-any thoughts?

Arcane spellcasters should be very, very rare. I know that most of the caimpaigns we play with d&d are magic filled (fire elementals that works as heating system and so on) but if it is really that way -in my opion- magical energy should now nearly depleted.
But apart from this philosophing, why u just don't think about alchemist (experts?) NPC class? They could have access to just cantrips (at high levels) but with Arcane Knowledge and Use Magic Device (i don't know the exact name of this skill, i'm trying to translate from my core books) as class skills (with, of course alchemy, herbalism, and the like)

Steven Mc Rownt
(i want my signature back!)
 

Thanks, guys! My thoughts so far:

CRGreathouse, you're probably right that my proposed average levels are too high. Probably level 2-3 for a typical NPC, with higher levels fairly common for non-Commoners and pretty rare for Commoners. (I ran some numbers, and it looked pretty strange, the number of 8th-10th level NPC's running around.)

Virago, I wholeheartedly agree that the NPC classes are too strong as given, for this idea to work, anyway. Some minor nerfs I've considered, in exchange for higher average levels:

Warriors have proficiency in all simple and two martial weapons.

Aristocrats have proficiency in all simple and one martial weapon, and roll 1d6 for hit points.

Adepts would have a slightly weaker spell list, with fewer spells that are ordinarily limited to wizards. (The arcane version of the adept, I'm thinking, would have access to 5 points of schools a la the PCGen breakdown for specialist wizards-eg. Conjuration and Necromancy, or Enchantment, Illusion, and Divination. They might get a choice of schools under this systems, but more likely I would have a short list of allowed combinations. Oh, and 1d4 hit points & the wizard weapon profs.)

Experts-I'm not sure, maybe 4 skill points and/or fewer class skills, maybe d4 hit points ... Or even all of the above, but add a few bonus feats.

Commoners: No weapon proficiencies. I mean, c'mon. :)

You're probably also right about the daily experience thing-they're NPC's, they don't really need a mechanic, right? Just keep it 'behind the curtain'-NPC's have however many levels they need to fill their role in the society/story, and gain levels when I decide they need to.

Yes, 1st level PC's would be relatively weak. They would have the potential to become movers and shakers, but a 16-year-old 1st level fighter will probably get his 12-hit-point rear end handed to him by the rude city guardsman he challenges. But next year, that guardsman will still be a 3rd level warrior ...

Oh, and where did I say that orcs, etc. didn't have the same typical number of NPC class levels? :D First-level warriors would be just as uncommon among the humanoid races as among demi-humans. One of the main challenges for a DM in this kind of world would be creating interesting low-level adventures that don't throw PC's into a meat-grinder.

Steven-I'm trying to strike a bit of a middle ground for arcane magic in this campaign world. Wizards and sorcerors would be very rare, but there would be a fair number of the 'arcane adepts' running around, filling the role of wizards in a typical campaign world but not, eg., making up artillery support units for every major army. To cast fireball, an 'arcane adept' would have to be at least 8th level (with a 16 Intelligence-9th level without). And have Evocation as one of his allowed schools, which would leave him with a pretty weak spell selection overall (under my planned system above).

Certainly, there's nothing stopping an Expert from taking Use Magic Device (they can select up to two exclusive skills). Likely, some so-called 'wizards' would be 'mechanics', as Robert Asprin called them in Myth Conceptions, with no magical power of their own but a talent for using items. Interesting thought ...

Thanks again, guys! Oh, BTW-does anyone have a good idea for a name for those 'arcane adepts'? That's a very cumbersome locution!
 

I have a quick point to make about your "nerfing" of the commoner class - it's a very bad idea. With proficiency in a single simple weapon (usually quarterstaff), that's the only weapon they'll use - it's the best for them. Without any proficiency, they can wield any weapon equally well, and will use the most powerful they can find. Bad!

In short, giving them the standard proficiency helps to keep them in their place.
 


If you think the expert's skills are too powerful, try this:
Class skills: Any 5, possibly including an exclusive skill, plus all Craft, Knowledge, and Profession skills.
 

That makes sense, CRG. Any thoughts on compensating 1d4 hit points with bonus feats for the Expert class as well?

Oh, and I'm thinking 'magician' for that arcane adept character ... available school combinations would be (a) Evocation and Divination, (b) Conjuration and Necromancy, (c) Transmutation and Divination, (d) Enchantment, Illusion, and Necromancy, or (e) Abjuration, Divination, and Necromancy.
 

I'm not sure about messing with the expert... the best way to do it, though, would be to grant Skill Focus as a bonus feat every even level.
 

Remove ads

Top