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Please no monster class levels
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<blockquote data-quote="JamesonCourage" data-source="post: 5892584" data-attributes="member: 6668292"><p>Yes, but I said <em>inherently</em>. There is absolutely no reason that you need to inherently make NPCs in the way you've described. In fact, having that double standard is precisely what certain people are complaining about (as they feel it breaks a certain amount of suspension of disbelief or consistency within the game world). But, like I said, I was never one to have NPCs run a "destroy the world" plot, either. I also think that Asha'man is right when he says:</p><p></p><p>If you need to have that type of NPC, he must be higher level (or has more points, etc.). There's nothing wrong with that approach, either.</p><p></p><p></p><p>We'll see how the next edition turns out. Their saves seem to be based on their attributes (roll a Con save!) versus the check of the Wizard (roll an Int check to set the DC!), and I'm not sure it scales with level. We'll see.</p><p></p><p>HP is a valid concern, but I imagine the mage levels aren't going to give him a ton more. And, if he's that powerful in both areas, why doesn't he have more "mojo"? Or, more appropriately, what's <em>wrong</em> with him having more "mojo"?</p><p></p><p>I think my main dispute with you is in the "what breaks the game" area. You seem to have determined that, whereas I'm talking from a much less solid viewpoint on how the game is even played. HP does not <em>need</em> to scale quickly, or based on level. It probably will, mind you. I'm talking about theoretical game design (perhaps in application to the next edition, based on what they've said), but there's no <em>need</em> for these things to break the game. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5892584, member: 6668292"] Yes, but I said [I]inherently[/I]. There is absolutely no reason that you need to inherently make NPCs in the way you've described. In fact, having that double standard is precisely what certain people are complaining about (as they feel it breaks a certain amount of suspension of disbelief or consistency within the game world). But, like I said, I was never one to have NPCs run a "destroy the world" plot, either. I also think that Asha'man is right when he says: If you need to have that type of NPC, he must be higher level (or has more points, etc.). There's nothing wrong with that approach, either. We'll see how the next edition turns out. Their saves seem to be based on their attributes (roll a Con save!) versus the check of the Wizard (roll an Int check to set the DC!), and I'm not sure it scales with level. We'll see. HP is a valid concern, but I imagine the mage levels aren't going to give him a ton more. And, if he's that powerful in both areas, why doesn't he have more "mojo"? Or, more appropriately, what's [I]wrong[/I] with him having more "mojo"? I think my main dispute with you is in the "what breaks the game" area. You seem to have determined that, whereas I'm talking from a much less solid viewpoint on how the game is even played. HP does not [I]need[/I] to scale quickly, or based on level. It probably will, mind you. I'm talking about theoretical game design (perhaps in application to the next edition, based on what they've said), but there's no [I]need[/I] for these things to break the game. As always, play what you like :) [/QUOTE]
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