Ahnehnois
First Post
Some clerics and wizards fit that description, but I don't think one has to think very hard to find very D&D-ish examples that don't. The cleric in particular has been written as a combatant but played as a healer and diviner in a variety of ways on and off the book, often ignoring the armored warrior aspect. The tension between the cleric in the books and the cleric in people's heads is an ongoing issue.The Cleric is a front line plate-wearing fighter in D&D. And even an adventuring wizard probably seems more weapons combat than the average professional soldier (even if the wizard's main goal is to just fend them off long enough for the fighter to get there). I'm happy saying that across the ten or so fights to the death against multiple opponents even a wizard learns a little about weapons.
Basically, your perspective is outcomes oriented rather than process oriented.Well, yes. In D&D, advancing in level leads to advancing in combat ability, regardless of whether the character devotes any attention to it. That's a function of how the game works. Extending that, which is not particularly plausible, to everyone in the world regardless of what they do, is hardly a way to increase verisimilitude. Just give people the skills they need to do their jobs, perhaps add some for colour, and don't bother about their ability scores, hit points, level, or NPC class. Of course this means most NPCs aren't built the same way as PCs. It's not as if the characters can look at the NPCs character sheet and complain that they're breaking the rules somehow; unless you're playing for comedy, I suppose.
For a variety of reasons, my gaming group would not accept that approach. In general, I do periodically explain to them exactly how an enemy combatant was able to do a particular action. There's not a clear stylistic distinction between combat and noncombat NPCs; almost anyone uses combat stats occasionally. My players certainly expect that all characters (monsters included) are created using the same basic process and follow the same rules. The satisfaction of the game aspect is fulfilled largely though quasi-competitive character building. If I "broke the rules" and simply gave the NPCs the numbers I thought they should have outside of that process, it would violate the DM/player social contract and defeat the point of having character creation rules in the first place.
That's my perspective.
I can certainly see how someone else's philosophy could have evolved differently, so I'll say that your point is a fair one, that we're clearly looking at this from a different place, and that's a fine conclusion.