NPC levels vs age and experience...

Thanks, sometimes it just has to be done. Otherwise we might find ourselves arguing into a rut.


I like your system and I am thinking about using it in my world. The problem(maybe not the best word) that stands out the most to me is having all my party members start out at the age of 15. Say a players wants to begin his character at 25, would he have NPC class levels? This would eat away at his class progression. Could a person possibly trade in his NPC levels for player class levels at a certian point?
 
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mroberon1972 said:
All right, here are the changes you gu
And here are some charts for the 250, 500, 1000 advancement rates: Now a third of the human population is 3rd level...

Your charts still have one fatal flaw. As the NPC gain levels, the amount of XP they gain from their day to day challenges goes down. According to the XP charts, they get 1/2 XP for ever two levels they increase ...

1rst level 200 / year
2nd level 150 / year
3rd level 100 / year
4th level 75 / year
5th level 50 / year
6th level 37 / year etc.

Remember, they have NPC classes because they -don't- seek out more and more dangerous challenges.

With that in mind, we have

15 years old = level 1
20 years old = level 2
35 years old = level 3
75 years old = level 4
148 years old = level 5.

That's more like it. (its actually much worse than the DMG guides)


Aaron
 

Hey my first post (yea)

First I really strongly have to disagree with the whole PC's are cold blooded killers, that's just flat out incorrect. It is the equivalent of saying that all people who fight in wars are cold blooded killers. Yes many PC's might be cold blooded killers, but that is something that is role played out. It seems to me that the reasoning for most hero adventurers would be to put a stop to cold blooded murderers (like orcs). Also stating that peasants are not cold blooded murders can be questioned, I mean how would you qualify witch burning? You just can't apply those broad terms like that, how do you know I don't have a character that cries for the soul of every thing he kills (I don't but I could). Being a hero is based on deeds not levels, a 1st level fighter who pulls a baby out of the way of a run away wagon is a hero, the 8th level fighter who raids tombs and kills monsters only for his own wealth or advancement is not a hero.

My whole take on the NPC level vs age thing is this, by what I have read the point I saw was that my grandmother can beat me up based solely on the fact that she is older, thus more experienced. Once again giving exp. by age is to broad of a generalization, can a 40 year old carpenter take out three 17 year old street thugs? how about two, well how about one? Does age really matter, well it could but you also have to take into account a lot of other variables.

In our game the only NPC's who have levels are the ones who might be important, if they are not a part of the story they are considered 1st level. Farmers are first level based solely on the fact that it would just be more reasonable for our setting, are there tougher farmers out there, yes but only if they have a role in the adventure that requires more out of them. It's just easier to DM that way.
 

'scuse me, I've been reading your charts and there's something I don't quite understand.

Under the assumption that the NPC gains 1000 XP per year, you list:

Level 1 (0 XP), age 15
Level 2 (1000 XP), age 16
Level 3 (3000 XP), age 19

Why 19? Shouldn't the commoner be 3rd level at 18, if he gains 1000 XP/year?

The table goes on with figures that seem to assume that XP is reset to zero whenever the character levels.
 


thank you, what a wonderful place I have found, I owe it all to how crappy e-tools was. I was looking for information on when they were going to put out the patch and ran across EN world.
 

"Thanks for making your attitude clear. Welcome to my ignore list..."

He makes that sound like a punishment. *sigh*

CobaltGrC: I really don't think any of your facts are central to the arguement, so I don't think it really matters whether I fully agree to them or not, but OK, I'll concede all your facts save as follows:

"An adventurers job is more intense then a commoners job, so an adventurer will recieve more experience surviving."

I understand what you are trying to say, but I don't think you've quite worded it right. Adventurers recieve more experience surviving certain kinds of challenges. Asked to survive the challenge of founding a new homestead in the wilderness, the commoner is better equipped to handle 9 challenges in 10. The one challenge the average adventurer is better equipped to handle is the threat of violence. More on that latter.

"The reason farms are formed close togther is for security. The closer people are, the easier the community can defend."

Well, this may be true, but it ignores other reasons why community are formed like social oppurtunities, oppurtunities to specialize in production, and so forth. However, we can safely ignore all these other reasons because it really doesn't matter why the community was formed for the purpose of the arguement.

"NPC's who were first farmers, then go off to kill Orcs, and find themselves down another path of adventure become Adventurers."

Sometimes. It is not necessarily a linear or one way path.

"most people don't want to die."

And this includes the PC's.

"most people want to be rich."

And while this may include the PC's, as a class of people, heroes are much less likely to be motivated by becoming rich than the average person.

To a large extent, I have to add to all of this, "So what." We are loosing track of what is important. We have raised so many issues now that we could argue forever simply by changing the focus of the debate.

I'd like to stick to the consequences of increasing average NPC level. The debate originally began when the first poster made the assertion that the D&D world has a certain unexpected characteristics because of an arbitrary assumption on how fast XP is awarded to NPC's. I, and several other posters, noted that the reasoning was based on bad logic. Of course your world is different because you've drastically changed the starting assumptions. I went on to say, not only are your results unexpected, but they are undesirable.

The undesirablity of assumptions that lead you to conclude that average NPC's are between 5th and 10th level (depending on race) is what I want to defend. If it also means that I am defending against the notion that what makes the PC's special is that they are cold blooded sociopaths (which has become apparantly a necessary assumption of assuming that average NPC's are above 5th level), then so much the better.

Now, before I construct my arguement, let me defend myself on at least one issue. First, I did not say 'exceptional' meant 'best'. It only means 'better than the average'. I would argue that all RPG's historically make this assumption and that it is a useful assumption for telling heroic fantasy and indeed most any other sort of RPG story. First edition D&D assumed that the vast majority of NPC's were 0 level, and that people obtaining 1st level were exceptionally rare and powerful. I always disliked this assumption for a variaty of reasons, the most notable being that it treated NPC's and PC's differently. As you put it both are people. GURPS says that starting player characters are '100 point characters' were as average characters are built on 20-25 points. The reason is to allow characters to begin with 'the stuff of heroes' right from the start, so that there first adventure can just as enjoyable, epic, and personally significant as thier last. Third edition continues this, both by giving PC's above average stats and providing NPC classes with less capability.

This is desirable for storytelling. Protaganists are almost never average beings. They are almost always different and special in some way. By making them above average, it gives the person who is setting the story alot more room to tell interesting stories. By doing it right from the start, you avoid to some extent the trouble of slogging through stories which are somewhat less heroic, less interesting, and less satisfying in order to 'get to the good stuff'.

And besides, most people who come to the gaming table want to identify with thier character. The character becomes thier own little avatar of a possible self with attributes that they feel are, for lack of a better word, 'cool'. Most people want to be, if not heroes, then at least 'heroic' in scale. They don't want to be trivial.

Even more importantly, the assumption that PC's begin as below average characters has forced the supporters of that assumption into alot of artificial assumptions to keep suspension of disbelief from being blown all to Hades and back. To name just a few, the assumption is that PC's aren't afraid of death, that they don't mind being a casualty, that they are fearless, that they are bloodthirsty, that they are sociopaths(!?!?!?), that the leaders of the society don't want to lead, that the game is based on killing things and taking thier stuff, that the heroes are enherently nasty, that the players are foreordained to survive to tell the story, and that monsters are not characters themselves and can be treated differently. While some of these assumptions might be true some of the time, most of these assumptions are bad for the game, and if all of them are true the game gets to be a rather shallow thing involving rather unreal events, unreal societies, and shallow personalitiless characters.

If my players PC's aren't afraid of death, I'm somewhat worried about the quality of thier role play. BESIDES, I as a DM _make_ my characters afraid when they are in situations that involve, well, death and other severe harm. If I didn't, I wouldn't be doing my job well.

Bloodthirsty characters aren't likely to do well in my campaigns. For an example of first level adventures I admire, consider U1-3 and UK1. In either, a blood thirsty sociopathic character is going to be wipe out quickly.

A typical 1st level adventure I would write might look something like this:

The whole village is astir when news arrives that an elderly widower has been murdered on his homestead. Evidence at the scene points to the work of a Kobold warband. A tribe of Kobolds is known to live in the mountains south of town. The villagers are afraid and hot for blood. The commander of the local militia (a 5th level fighter) sends for a detachment of troops from the nearest garrison to quell the trouble. He then takes the characters aside because he trusts them. He tells them that he only has 12 regular soldiers (2nd - 3rd level), and none to spare, as the citizen militia will have to be organized, and the villagers will need to be reassured by seeing him making rounds and checking on everyone. The detachment of regulars will not arrive for three days or so, and even then it will be at least a day or two before a decision is made on how to proceed. What he really needs is more information. He tells the characters that the Kobolds are normally cowards, and so something must have happened to stir them up. Perhaps there hunting grounds have been invaded and they are feeling pressure. Perhaps they've just become overpopulated and need 'culling'. He will ask some discrete questions amonst the outlying farms to see if some villager has caused trouble. But what he really needs is someone to spy on the Kobolds directly and gather as much information as they can. There is no one else capable of doing the job who he can spare at the moment.

To me, the critical thing at this point is that the PC's believe that they are special and that by comparison, there are only a handful of people more capable than they are - which is true. Average citizens are 2-3rd level commoners and experts. There are a few veterens but not many, and thier hands are tied. But if average people are 4-5th level, this assumption is highly threatened - just as it would be if you made that assumption when writing U1-3 or UK1. How much more so would my story be threatened if average Kobolds were 3rd level or higher?

Anyway, to continue my example, the PC's - because they are heroes - would normally accept this dangerous mission. They might not. IF they don't, I have backup plans. I'm not going to railroad them. I'll even let them do something really disruptive like pack up and leave town. But most of the time, PC's are fairly ammendable if you treat them well.

BUT, any player that thinks he is going to solve this adventure by ruthlessly slaying all the Kobolds is in for almost certain death - even if I don't assume the need for 3rd level Kobolds balancing the 5th level humans. Backed into a corner, hundred plus Kobolds will eventually organize and despite great losses hunt the players down. And to make matters worse, the Kobolds aren't the villains. Well, at least not all of them. And in any event, I would look askance at any group of adventures claiming goodness that would smash eggs, slaughter non-combatants, and commit genocide here. They might well recieve the accolades of the townsfolk for doing so, but there would be consequences down the line.

The real villain is the local guildmaster. You see, it seems 40 years ago there really was a war between the townsfolk and the Kobold tribes. A group of adventurers was called in, and not being stupid opted for a clever solution of thier own. They made a treaty. The treaty went like this, we agree to leave you alone if you agree to stop raiding chickens, and stealing things from the farmers. As a mark of this agreement, every year at harvest, we will leave in the guild hall a dozen barrels of beer, and you will leave two dozen mink pelts and a dozen carnelian stones (both things the Kobolds produce for trade with the goblin tribe on the other side of the mountain). The adventurers went back and claimed they slaughtered the Kobolds and that they figured it would be some time before the few survivors ever thought of troubling the humans again. They were richly rewarded and toasted. To keep the treaty going, the party threw in with a then young guildmaster and secretly told him of the treaty. The Kobolds abided by the treaty because they were cowards and because they loved beer - which was difficult to acquire otherwise. Stealing the twelve barrels of beer in secret from the barn on the edge of town was the highlight of thier year. The young guildmaster kept the treaty going and secret until he was old and finally died, but he left sealed instructions for his successor. His successor however was a greedy and unscrupulous man, and after doing some figuring realized that the realitive exchange rate of beer and mink pelts had changed such that he would be losing money every year. He decided that was not something he was going to do for some filthy kobolds.

The result was predictable. The Kobolds panicked, and a young ambitious hunter who always chaffed at the territorial restrictions used the chaos to establish himself in a bid for chieftain. It was he and his followers who murdered the well liked widower.

Anyway, I hope maybe you can better understand why I find it pointless to argue with someone whose campaign is clearly so very different from the way I run things.

If average characters are high level, PC's aren't involved. They are just spectators, and someone more capable does the work. I would have a very hard time writing stories that avoided that, as it is already difficult to write them if ANYONE is more capable than they are. PC's and NPC's are both people.
 

age vs lavel

Somthing else for everyone to consider is that in a small village or hommlet the low level PC's will stand out more and be more "heroic" then in a large town. Size matters, and the more folks that are around the more of them there are likely to be above 1st level. no one has ever said that commoners can't advance, fight or defend their homes in 3e, what matters and what the question is, is how FAST they advance in YOUR game. I feel that a lot of that has to do with the size of communities and just what the commoner does in that community. Someone like an alchemest or blacksmith will IMO advance faster because they are doing more new things. and the equipment that they make is what will equip both the PC'c and NPC's in the community will equip themselves with; also some of the DC's are high so the DM will want some of these folks to have at least a 50-50 chance of success or more. These commoners will still be taking NPC levels and will rise to positions of prominence in their respective communities.

As a DM for over 20 years and a player for almost 23, I have long believed the principle that just because you are 1st level doesn't meen that everyone else is. One of the best points that I think has been made on this thread is that the PC's start off young. Consider the average aprenticeship is 4-7 years long depending on the class or trade, and that aprenticeships are entered when one is between 6-14 years old.
This means that PC's will not be required to take NPC class levels. They represent a cut above the rest but they are not the most expirenced. people in town - they just have the POTENTIAL to be.
Thus, in a small village the PC's can make a big difference. Most of the millita will have warrior levels not fighter levels and will not be as well equiped as even starting fighters, with this in mind they will be defense orientated not offence orientated like PC's will be. They are out to protect their homes, not go and kill a bunch of monsters.

Consider also that, the gold for starting characters above level 1 is primarily for PC's or NPC's with PC classes. If you apply it to NPC's then you will have to realize most of it is taken up in land and home. Perhaps a high level farmer owns a large cattle ranch. Or a merchant owns a shop and employes multiple teamsters to opperate his wagons etc. Its not going to be generally used for magic arms and armor, although some who have served in the militia a long time or are with the town guard might have the odd potion. This is more likely with leader types or those groupes that have been bolstered by the PC's.

A good example in my game would be the module "Inheritance" found in Dungeon Mag. I ran it and the party decided to upgrade this small keep and brought in workers and guards, professionals etc. while construction was occurring the place was attacked by humanoids. These were defeated but some loss of NPS townies and professionals occurred. The party priest then devoted his time to making entry level healing potions and the fighters began drilling the militia. over time the militia was better armed - due to the PC's conquests and the armorer they hired for the keep. the militia all gained a level as fighter (after more training and raids) and the cleric equiped most of them with a cure lt. potion . The mage also had a temple built to his deity (Lathander) to both aid the keep and small village, and to administer to the spritual/medical needs of the people now imployed by him as well as the village who looked to him for protection. At this point the party was only 3rd to 5th level but were already well known and respected in the community. If they had been within the protection of a large city then they would not have been as importent to the local comunity's defence.

In the end what it really comes down to is what roll do the characters WANT to play in your game and what roll you ALLOW the NPC commoners (those with NPC levels rather then characyer levels) to play. In earlier editions they did not have NPC classes so commoners were kept at level 1 - else everyone would be adventurers.
 
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Let's start out with where I am coming from. IMC, first level PC's are not particularly special. They are new. They are green. They might very well be ambitious and foolhardy. And if they are worth anything they should reach second level within a couple months of game time, which could very well be only 2 sessions. The thing that separates PC's out is that combination of wanderlust, feeling that they can change things, or need to be on the move, and that superhuman resolve that lets them not only pass a saving throw against dragon fear, but decide not to run. And to an extent, fate will conspire to push them toward the center of events.

A 5th level commoner might very well have high stats. Good saves. A nice attack roll. And so the new kids on the block might have some problems walking up and clocking someone. But by the same token, these characters are not specifically combatants. Sure, over the years they've learned how to give as the get in a brawl, or stick the pointy end into the other guy. But they are not perpetually preprared to be attacked. So its not unreasonable to assume that they can be KO'd without having to run through all hit points. Sure, they got levels, but not everything about what they have and what they can do is described by the mechanics.

But in a mechanical comparison, as someone up there said, npc's generally have worse ability scores. As D&D currently stands, training is much more important than ability scores. That's a little broken. In an attempt to fix it I use d10's for opposed rolls. But I digress. In terms of role-playing-- and face it, the motivations for everything in game is filtered through role-playing- or how things behave -- everyone sees the strong, fast, intelligent fellows and figures they can handle matters.

Sure, they lack the experience, but look at how things generally work- the older ones make a plan, and the younger ones carry it off. Perception of ability score should be important, moreso than subtle differences in hit points and attack bonus.

Some might then ask, well, what about the 4th level warriors, aged 25, then hang around all the time? Well, for one thing, they are probably soldiers. Soldiers are not heroic, one-on-one fighters. They are good at fighting other people. Give them zombies in a dungeon and 1) there training won't be applicable, and 2) their morale will go to hell as their short swords and spears do little or nothing.

Of course, this does retain some feeling of *what*? Its not a perfect explanation, but then, try arguing that all npc's are 1st level. That doesn't make sense to me. You can't have experienced, compentent farmers or master smiths that way without making them ex-adventurers or rules-exceptions.

In my campaign, I make up for this by the fact that it is a strange place. Monsters generally are more powerful- or even unique. Dungeons are not on every map, and are generally out of the way. And its the warfare amonst the humans that gets most official attention, so if a flock of ghosts is popping out of the graveyard, not only will the soldiers be ineffective, but they are busy patrolling against an enemy incursion.

The point is, choose what npc's are all about in your campaign, and the nature of the campaign should probably smooth over the rest.

And of course, Rule 0 should be smeared across the countryside, and the farmers from the really, really boring village over the next hill need never be detailed.
 

Your right Celebrim, thanks for the story.

Now I'm going to ask some questions, which is probally not central to the arguement because I'm good at that. :)

If the DMG lists NPC classes going up to 20th level, how would a NPC achieve that level?
Do you have any examples of how it might be possible?
Does any commoner ever make it that high?
If we are keeping commoners pretty low, what's the point of having them have thier class go up that high?
What would a 15th level commoner be like?
 
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