NPC levels, what's an EXP ??

Tatsukun

Danjin Masutaa
Hi all, I have been rebuilding a homebrew world, and I have been pondering NPC levels.

To me, an experience point is defined as how much you learn from doing your job for one normal day. If you figure a normal commoner works most days, you can estimate about 300Exp per year of work for a normal job. For someone in a more exciting and difficult line of work, I usually call it 500 Exp per year of work. For a truly dangerous job, an NPC might earn 1,000 Exp per year of work. From this, I can derive a chart…

NPC_Level_Races.jpg


Add to this that in my world a Human can expect to work about 40 years; an Orcan can work around 45 years; a Halfling can work 66 years or so; a Dwarf can work roughly 150 years; and an Elf can work 160 years or so.

From this chart, you can see that an NPC with a normal job [Commoner, Scribe, Shopkeeper in a small town, Etc.] can get to 5th level with about 50 years of hard work. That’s very difficult for a human, not too bad for a Halfling, easy for a Dwarf or Elf.

An NPC in a more exciting occupation [Caravan Guard, Shopkeeper in a big city, Blacksmith, Etc.] can get to 5th level in only 30 years. You can find humans with exciting jobs of up to around 6th level.

An NPC with a dangerous job [City Guard, Wilderness Guide, Research Mage, Politician, Etc.] can expect to hit 5th level in only 15 years. Of course, the high lethality rate of these jobs makes reaching 5th level difficult in its own right. The most powerful Human research mages are usually around 9th level. Or course, his Elven opposite might be level 17.

So, average levels of NPCs in the game will be somewhat higher than in a standard DnD setting. A young Human sailor [and exciting job] is a level 1 or 2 Expert, with your average professional being 4th or 5th. A powerful sea captain [Dangerous] might be level 6.

Skilled professionals, like famous smiths, healers, etc. will have higher levels (to allow them access to higher skills). A wizard in a moderately sized city would be 8-10 while one in a major city would be 13 or so. Both would likely be elves, Dwarves, or another race with some adventuring or military experience. The most powerful people in the land are 15ish (often with levels of aristocrat, or diplomat) and usually have some military or adventuring experience.

So, does this seem about right? Does it seem like it's screwing over the humans? Maybe this is why so many humans go out adventuring??

Please share your thoughts, I don't have enough to go around!

-Tatsu
 

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Looks OK, although I somehow think, that a caravan guard should make it to higher levels in less time. But to average the whole process, it looks great.
 

Wow

Tatsukun, I'm in your debt. This is one of the best rules contributions I've seen on the boards in a while.

It always irked me that the default EXP rules only allowed for experience from combat based encounters. The optional rules for story based awards, have mitigated this problem for PC's. Yet I have tried a couple of times to create a system whereby mundane characters can, over time, amass experience for their work.

I was never totally satisfied with my own efforts. Your contribution, however, I like a lot. Consider it printed and added to our next games house rules!
 

nothing to see here said:
It always irked me that the default EXP rules only allowed for experience from combat based encounters.

Do I reAlly have to point out, yet again, that the rules do no such thing.

They give XP for overcoming challenges. If getting the harvest in on time is a challenge (and I would argue that it is), then you get XP for it.


glass.
 
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glass said:
Do I reAlly have to point out, yet again, that the rules do no such thing.

They give XP for overcoming challenges. If getting the harvest in on time is a challenge (and I would argue that it is), then you get XP for it.


glass.


You're right. The rules do make it a point to note that CR's can be applied to more than just combat. My apologies...

Now if you'd care to forward me your spreadsheet of Challenge Ratings for everyday tasks (brushing your teeth-CR 2...going to the latrine-CR 3...going to the latrine after eating lots of fibre-CR 1,) I would happily use it in place of the chart...otherwise, I'll have to stand by my original post's intent.
 


I have a similar rule except i give more experience per year of doing someone's work, that's why my npc's tend to be higher levels as they grow older (well not always but you get the picture)
I don't think there's nothing wrong with it, and of course it's screwing over humans, but so are the rules if you play in a long paced campaign :D
 

nothing to see here said:
You're right. The rules do make it a point to note that CR's can be applied to more than just combat. My apologies...

Now if you'd care to forward me your spreadsheet of Challenge Ratings for everyday tasks (brushing your teeth-CR 2...going to the latrine-CR 3...going to the latrine after eating lots of fibre-CR 1,) I would happily use it in place of the chart...otherwise, I'll have to stand by my original post's intent.

You said something that wasn't true. I called you on it. No need to be snarky.


glass.
 

The problem I have with the table and preceipt is that it equates exp with time. It does however insert something akin to CR by using normal and exciting years so it does make an attempt at "normalizing" the exp process.

I do have difficulty with the assumption that the more you do soemthig the more exp you gain. While on the surface this makes sense, a deeper look has it fail. What I mean is that the more you do something the more mundane it becomes and the less attention to what you are doing occurs, the more complacency inserts its ugly head into the situation.

If on the other hand the assumption is that new things are tried (a new challenge) then something is definitely learned, even from failure in the long run.

A commoner who spends 5 years doing nothing but loafing while his brother has spent his time looking for new ways to irrigate the fields has really accomplished nothing and learned no appreciable skills, at least not to compare with the brother whowas actually doing something.

This type of time equates to exp systems fails when applied to the not everyone does things the same, at the same rate or with the same zeal reality of life.

It is better, IMO to just insert levels for commoners as deemed fitting based on the history of the world,village, etc. How many natural disasters have occured in the past years? Has there been alot of brigandage in the area? How about wild animals? All of these play into the art of world building where a table reduces these things to supplemental at best when in fact they should be of primary concern.
 

Equating xp to time isn't that bad. You of course need to assume that there are sufficient challenges. Those challenges don't need to be finding new ways to do things. Challenges could be a rabbit infestation, how am I going to plow my field no that bessie is lame or dealing with a sick child.

Challenges to an NPC don't have to be earth shattering.
 

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