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<blockquote data-quote="steeldragons" data-source="post: 6234168" data-attributes="member: 92511"><p>I like it...but I think I like it as an "advanced option." If that makes sense?</p><p></p><p>I am inclined to think that the NPC "Expert" should be a single thing. Like, default, as what you propose as the "Journeyman."</p><p></p><p>The blacksmith, the merchant, the moneylender/changer, the artisan of any craft, the knowledgeable in one or two subjects sages...they are the experts of their particular trade/craft. </p><p></p><p>For the basic/standard game, I think that is sufficient. For me! For my games.</p><p></p><p>I certainly want, and have done, the "master" expert...The swordsmith that is sought out by all great heroes and kingdoms for their superior craft. The only baker in the whole city who is commissioned to make the dessert pastries for the queen. The sage who is the preeminent in their field (or some field no one else has any clue about). The most wealthy/successful merchant of a particular good [who will have goods/knowledge/services available that your average "merchant of X" simply can't get/doesn't know. These are all great as individual NPCs.</p><p></p><p>But for the default NPC "Expert", I think they are fine just the way they are at journeyman level. "Commoner" merchants or craftsmen or even the smith who just shoes horses and mends farm tools, can do the basics needed for them. The "Expert" merchant or craftsman and smith is what we [or, at least, I] think of as the specialist or particularly talented or knowledgeable in their field. "Master" merchants/craftsmen/smiths are those that exist 1, maybe up to 5, in the whole campaign. They desrve a separate treatment.</p><p></p><p>So, yes. This is useful. It is a nice idea. But I do not see a need for all NPC experts to follow this kind of track in 5e. But as an "add on module/option", absolutely.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6234168, member: 92511"] I like it...but I think I like it as an "advanced option." If that makes sense? I am inclined to think that the NPC "Expert" should be a single thing. Like, default, as what you propose as the "Journeyman." The blacksmith, the merchant, the moneylender/changer, the artisan of any craft, the knowledgeable in one or two subjects sages...they are the experts of their particular trade/craft. For the basic/standard game, I think that is sufficient. For me! For my games. I certainly want, and have done, the "master" expert...The swordsmith that is sought out by all great heroes and kingdoms for their superior craft. The only baker in the whole city who is commissioned to make the dessert pastries for the queen. The sage who is the preeminent in their field (or some field no one else has any clue about). The most wealthy/successful merchant of a particular good [who will have goods/knowledge/services available that your average "merchant of X" simply can't get/doesn't know. These are all great as individual NPCs. But for the default NPC "Expert", I think they are fine just the way they are at journeyman level. "Commoner" merchants or craftsmen or even the smith who just shoes horses and mends farm tools, can do the basics needed for them. The "Expert" merchant or craftsman and smith is what we [or, at least, I] think of as the specialist or particularly talented or knowledgeable in their field. "Master" merchants/craftsmen/smiths are those that exist 1, maybe up to 5, in the whole campaign. They desrve a separate treatment. So, yes. This is useful. It is a nice idea. But I do not see a need for all NPC experts to follow this kind of track in 5e. But as an "add on module/option", absolutely. [/QUOTE]
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