Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Please no monster class levels
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5891429" data-attributes="member: 42582"><p>Because (in some circumstances) it would break the game? An NPC who can both do brilliant weapon play and brilliant spellcasting is interesting. A PC who can do both is (frequently) overpowered. An NPC who gets free attacks against enemies starting adjacent to him/her is a viable foe against multiple PCs. A PC who has such an ability is (frequently) overpowered. Etc.</p><p></p><p>Of course there are other ways of designing encounters or making NPCs viable. But 4e has a reasonably good system for it. (And it's interesting to note that in the Burning Wheel Adventure Burner - which is the game's "GM's guide", or the closest thing to it - the designers note problems that the game's highly simulationist action economy and build rules can cause for monsters, and suggests a range of workarounds. And in the bibliography they note they've been playing some 4e, and that it's influenced the advice in the book.</p><p></p><p>Right. It can make play easier and more transparent if both NPCs/monsters and PCs use the same action resolution rules. (Although other options, like "players roll all the dice" - 4e skill challenges use this - can also work.)</p><p></p><p>But there is no obvious reason why they should be <em>built</em> using the same rules. As I posted upthread, even games that are very austerely simulationist in their PC building rules - Runequest, Classic Traveller, Burning Wheel - don't go this far. The only non-points-buy game that I'm aware of that <em>does</em> take this approach is 3E. (And in points-buy, of course, you can just give the NPC/monster the number of points you need to get it to do what you want it to do. So the currency becomes somewhat meaningless outside the context of PC building.)</p><p></p><p>The way you think about points buy - as metagame - is the way I think about class and level.</p><p></p><p>Otherwise, I have to posit a world in which everything in human development is tied to everything else. In 1st ed AD&D this reached extreme limits in relation to the thief class: I <em>cannot</em> be an expert pick pocket unless I'm also an expert climber. I'm not even sure this is true as a generalisation of tendency across modern urban life, and it's certainly not a natural law about human developmental capacities. (An even more extreme example is that no PC who is not already a competent climber and pick pocket can learn to decipher languages.)</p><p></p><p>So if I build a monster or NPC who is an experte pick pocket, though at best an adequate climber, I am giving that monster an ability that no PC can attain - but I don't think I'm thereby breaking down the reality of the gameworld. I'm just recognising that whatever the metagame reasons were for making thieves progress simultaneously in all abilities don't apply to this particular NPC/monster.</p><p></p><p>It's interesting that 2nd ed AD&D decided to introduce more flexibility into the thief skills (but kept the obviously metagame-driven restriction on wizard's use of swords), and 3E pushed this even further with its skill system. But 3E chose to keep a few abilities, like Whirlwind Attack and Weapon Specialisation, on a level-based leash. Why? For purposes of world simulation, or for purposes of the same (metagame) kind as motivated the design of AD&D thieves? I assume the latter: PCs who can attack multiple foes will be too strong below a certain level. Whereas an NPC or monster who can attack multiple foes is not <em>as such</em> too strong at any level (it depends how the encounter is designed) - even the housecat gest a claws & bite routine! </p><p></p><p>If someone asks how come the 3HD orc has already mastered Whirlwind Attack, "he had a better trainer, or is just more vicious than you, or is blessed by Gruumsh" all seem like viable answers to me. But I find it hard to imagine the question even coming up, at a table in which it is understood that the distribution of abilities by level is all about preserving the integrity of play at the metagame level.</p><p></p><p>As to "a fighter is a fighter" - is there no one in the world who is an adequate combatant (ie low level), has mastered plate armour (ie has heavy armour proficiency), but who knows little about fighting with polearms (ie does not have proficiency in all martial weapons)?</p><p></p><p>Is there no one in the world who is young, not especially bright, certainly not a duelist or assassin, but charming and skilled in many crafty matters? (This would be someone with 8 skill points per level without INT bonus, but not a rogue.)</p><p></p><p>Unless you go to full points buy, the class and level system will impose constraints which cannot be justified on an ingame, fictional basis - they <em>must</em> be metagame. Once you go full points buy, then the metagame character of the currency for PC building becomes transparent.</p><p></p><p>At least in my view.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5891429, member: 42582"] Because (in some circumstances) it would break the game? An NPC who can both do brilliant weapon play and brilliant spellcasting is interesting. A PC who can do both is (frequently) overpowered. An NPC who gets free attacks against enemies starting adjacent to him/her is a viable foe against multiple PCs. A PC who has such an ability is (frequently) overpowered. Etc. Of course there are other ways of designing encounters or making NPCs viable. But 4e has a reasonably good system for it. (And it's interesting to note that in the Burning Wheel Adventure Burner - which is the game's "GM's guide", or the closest thing to it - the designers note problems that the game's highly simulationist action economy and build rules can cause for monsters, and suggests a range of workarounds. And in the bibliography they note they've been playing some 4e, and that it's influenced the advice in the book. Right. It can make play easier and more transparent if both NPCs/monsters and PCs use the same action resolution rules. (Although other options, like "players roll all the dice" - 4e skill challenges use this - can also work.) But there is no obvious reason why they should be [I]built[/I] using the same rules. As I posted upthread, even games that are very austerely simulationist in their PC building rules - Runequest, Classic Traveller, Burning Wheel - don't go this far. The only non-points-buy game that I'm aware of that [I]does[/I] take this approach is 3E. (And in points-buy, of course, you can just give the NPC/monster the number of points you need to get it to do what you want it to do. So the currency becomes somewhat meaningless outside the context of PC building.) The way you think about points buy - as metagame - is the way I think about class and level. Otherwise, I have to posit a world in which everything in human development is tied to everything else. In 1st ed AD&D this reached extreme limits in relation to the thief class: I [I]cannot[/I] be an expert pick pocket unless I'm also an expert climber. I'm not even sure this is true as a generalisation of tendency across modern urban life, and it's certainly not a natural law about human developmental capacities. (An even more extreme example is that no PC who is not already a competent climber and pick pocket can learn to decipher languages.) So if I build a monster or NPC who is an experte pick pocket, though at best an adequate climber, I am giving that monster an ability that no PC can attain - but I don't think I'm thereby breaking down the reality of the gameworld. I'm just recognising that whatever the metagame reasons were for making thieves progress simultaneously in all abilities don't apply to this particular NPC/monster. It's interesting that 2nd ed AD&D decided to introduce more flexibility into the thief skills (but kept the obviously metagame-driven restriction on wizard's use of swords), and 3E pushed this even further with its skill system. But 3E chose to keep a few abilities, like Whirlwind Attack and Weapon Specialisation, on a level-based leash. Why? For purposes of world simulation, or for purposes of the same (metagame) kind as motivated the design of AD&D thieves? I assume the latter: PCs who can attack multiple foes will be too strong below a certain level. Whereas an NPC or monster who can attack multiple foes is not [I]as such[/I] too strong at any level (it depends how the encounter is designed) - even the housecat gest a claws & bite routine! If someone asks how come the 3HD orc has already mastered Whirlwind Attack, "he had a better trainer, or is just more vicious than you, or is blessed by Gruumsh" all seem like viable answers to me. But I find it hard to imagine the question even coming up, at a table in which it is understood that the distribution of abilities by level is all about preserving the integrity of play at the metagame level. As to "a fighter is a fighter" - is there no one in the world who is an adequate combatant (ie low level), has mastered plate armour (ie has heavy armour proficiency), but who knows little about fighting with polearms (ie does not have proficiency in all martial weapons)? Is there no one in the world who is young, not especially bright, certainly not a duelist or assassin, but charming and skilled in many crafty matters? (This would be someone with 8 skill points per level without INT bonus, but not a rogue.) Unless you go to full points buy, the class and level system will impose constraints which cannot be justified on an ingame, fictional basis - they [I]must[/I] be metagame. Once you go full points buy, then the metagame character of the currency for PC building becomes transparent. At least in my view. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Please no monster class levels
Top