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NPC levels vs age and experience...
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<blockquote data-quote="Sanackranib" data-source="post: 464018" data-attributes="member: 8674"><p><strong>age vs lavel</strong></p><p></p><p>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.</p><p></p><p> 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. </p><p>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.</p><p>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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Sanackranib, post: 464018, member: 8674"] [b]age vs lavel[/b] 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. [/QUOTE]
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