NPC levels vs age and experience...

KM: Well, you are absolutely right about how the DMG rules it, and that reasoning has always been the backing for the predominately 1st level (or 0 level back in the old days) population.

The problem is that assuming that experience only comes from killing things also leads to some wierd situations.

One thing that always bugged me, especially with 1st editions slower rate of advance, was that the experience point system didn't make alot of ecological sense. That is to say, the ammount of things that you are required to kill in order to gain levels is greater than the ecologies ability to replace those things. It simply becomes impossible to justify the existance of high level NPC's on the grounds that they mostly got thier by killing things. It left me feeling that probably orcs, kobolds, goblins and etc. etc. should be extinct based on the published and accepted commonality of high level NPC's.

Another problem is a lack of versimilitude. We know in reality that people can improve thier skills without killing things. By ignoring this, we risk creating highly unrealistic worlds were all nations train thier armies by having them kill armed slaves and criminals in subtly rigged duels - after all, it is the only way to insure a skilled army, and any nation that didn't do it would be doomed when war came.

And of course, we have a really hard time explaining the existance of skilled craftsman. 'Bobby, you finished your apprenticeship as a Blacksmith, but before you can become a Journeyman, you must go out and kill 13 orcs'

And I think from a stictly game mechanics standpoint, you have to drop the idea that many 1st level commoners become 2nd level commoners in the same fashion as PC's. The odds are simply against it. For every one commoner that made it, how many would have died on average? Six? Eight? Ten? What sorts of circumstances would leave a commoner in a dangerous situation repeatedly while his family in friends were slaughtered around him? A few, but the normal responce of commoners to threats is to just flee, and I'm hesitant to say that the commoner earned skill in profession (farmer) just because he's been running every time the orc war band came over the hill.

You also run into some weirdness when trying to model typical fantasy conventions. You want the Duke's young son to be reasonably high level, even though such a protected figure probably hasn't had much oppurtunity to kill things. You could explain this by intence training if you accepted some sort of training mechanic, but if you don't you pretty much have to accept that 'it just is'.

So, in my own campaigns for the longest time I've made assumptions about the number of XP per day you can gain by accomplishing certain tasks.

For instance, I've tradiationally allowed PC's to teach lower level characters at the rate of PC level minus student level XP per day. And of course, I reverse this. If the PC finds the 'enlighted master', the PC can gain master's level - his level XP per day. I've generally allowed 'profession' type characters to earn 1 XP per day for practicing thier profession. So if the fighter wants to go out in the courtyard and practice fencing all day long, he gains 1 XP.

I don't think under such rules you'd ever have much problems with 'I'll camp until I reach the next level'. For most characters, this is a matter of months if not years of practice. You might very rarely have a character 1-3 XP away wanting to camp, but I'd be inclined to say, 'Don't worry about it. Your close enough, level up.', and take the XP off the back side afterwards.

And I don't think you'd have much problem with '+ECL grandpa' either. As I previously noted, even if you allowed a 'grandpa' character to begin leveled, what advantage he would gain in the short term would be seriously hampered in the short term and more so in the long term by the reduced physical stats.

'The campaign is starting at 1st level so everyone has to be young' is an old problem with D&D that has always bothered me. You can always create a character who is older but who has been doing nothing with his life and is thus just 1st level, but if you try to create a character with an extensive backstory almost immediately you run into the problem of 'If this much stuff has happened to you, why aren't you higher level?' GURPS doesn't have this problem, and most point based systems let you trade out age for more skills knowing that you will more than pay for it lost attributes in the long run. The same system is tough for D&D. I'd love to see a well written age for starting XP system but I can't think of one that answers all the questions.

So I think D&D is stuck with 1st level = young no matter what you decide.
 

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Khorod said:
Okay, so according to the PHB, using the Craft skill to get a masterwork item requires one check for the item, and one check against DC 20 for the 'masterwork component'.

If you assume that most aristocrats and veteran warriors are able to find a good smith to make them a masterwork longsword, how many smiths in town should be able to meet their needs?

Presuming between ability scores and feats, say, a +4 bonus, the talent of guaranteed service on that is 16 ranks. The occasional delays that crop up for a less perfected smith might mean 11 ranks. (That means someone who 25% of the time has an unexpected multi-week delay because he screws up, and as a result makes no money on this commission because he had to replace the used materials.)

So we have then we have an Expert smith of 8th level.

Someone who can produce masterwork around 50% of the time is 3rd level, presuming the +4 bonus is fully in place.

Um, you forget about Taking 10. If the crafter is willing to take his time about it, he only needs a total skill bonus of +10 in order to make a masterwork item, with no chance of failure. Assume a +2 stat bonus, +2 skill focus, and +2 from masterwork tools, and you can manage this at 1st level. Dwarves can even manage this without the pricey tools on smithing and stonework!

There aren't that many lords out there looking for masterwork weapons. You don't need to be able to come up with them quickly.
 

D'oh on the taking of 10's.

And also I suppose that logic was based on my own feeling that masterwork weapons aren't quite so rare. They are the 'good stuff', and should turn up more. Or maybe, some sort of quasi-masterwork weapons should turn up.


Celebrim: And furthermore, role-playing experience awards.

I don't give experience for killing things, I give the encounter a CR which is adjusted by what the players do to deal with it. Whether they kill it, talk to it, run from it, etc. And then, I give a nice 'detailed, in-character' award every few sessions. IMO for a game that is even half role-playing, experience for just killing things should be no more than half. That's not to say defeating shouldn't be a majority.

Those soldiers might not have to kill to get better, but they do need to be battled-hardened. So they had to at least survive a pitched battle to advance as infantrymen.

However, if you have a smith that lives in a truly monotonous town, where everything and everyone are predictable, and where his talents are not truly tested by his work, would such a smith advance? Probably only very, very slowly. He would have to go to the next village over and challenge their smith to a duel... :)
 



Would you change classes from commoner to expert as you got better at a specific skill? A 3rd level blacksmith would be considered a commoner, a 10th level weaponsmith would be a expert. Is there a point where a NPC would go from cook to Chef and change class from expert to commoner?
 

Typically, I only consider unskilled to mean commoner - ie they jhave the jobs that require no training.

Skilled means expert.

I also tend to base the commoner/expert ratio on the literacy rate - ie, a more literate society will have a larger ratio of commoners, eventually almost replacing them altogether (basically what d20 Modern did, only not so cool)
 


The first tables had a good point, it's just more complicated than basing level on age. It also didn't take into account the vast difference in the NPC classes. The commoner class was just the catch all class for those you couldn't fit into the other classes, I don't really ever see a reason for commoners to get to even a medium level, they are the unwashed masses of the middle ages, if a serf was of a higher level than his lord then he wouldn't really be a serf. It also has a lot to do with setting, every setting is different.
 

Well, that the tables were wrong was something that had been noticed before, but which I chose to neglect because the arithmatic not being right wasn't the real issue. The real issue was that the assumption that the arithmatic was based on was faulty. Until we agreed on the assumptions it hardly mattered what the math was.
 

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