Dragon Age tells you to Fiat the NPCs. It says "NPCs can [have classes] but don't have to." This has been quoted to you upthread by @Grydan . For you to continue to claim that NPCs and PCs use the same character design rules when the rules say they literally don't and that part of the rules has been quoted to you makes me wonder why I continue this conversation.
Maybe this is the problem... IMO, "fiat" is not a "system". It's the lack of a system. So if a game presents a system and says you don't have to use it, you can use fiat... that's disregarding the system which can be done with or without explicit advice from the rules.
Quite the contrary. It's recognizing that there are times in which the system can be abbreviated, because the totality of it might be needlessly cumbersome. Park of being a good game master is being able to think on your feet and react to the unexpected. If you need to make up a whole character in order to deal with that sort of thing, then you're bogging play down.
Also how does creating a total NPC beforehand... bog down play??
How long does it take most players to level, let alone stat up a a high level PC?
Ok...let me repeat...How does creating a total NPC beforehand bog down play.
Doh! (I would have XP'ed you the apology, but I've gotten you too recently.)
MRQ...NPC's as PC's
MRQ Core Rules said:It is not necessary to create, from scratch, monsters, creatures and Non-Player Adventurers. Use samples from published adventures if you do not have time to create your own but even then, it is not always necessary to roll the characteristics for every single trollkin in a group of 20 – use the average value given in a creature’s description, instead. Even then, you may only need a handful of statistics: Magic Points, Combat Actions, Movement, Combat Skills, Persistence and Resilience and a couple of major skills, such as Athletics and Evade. If you use General Hit Points for underlings and minor Adventurers, as outlined in the Combat chapter, then you may not even need to use the Hit Locations, either. The watchword is expedience: where statistics are concerned, note down only what you are certain to use. If other values are needed for some reason, then there is nothing wrong with a little improvisation as long as percentages you use
refl ect that nature of the creature and fi t the general risk of the scenario.
While I don't play Dark Heresy, that's not the approach FFG take Star Wars: Edge of the Empire. It's possible they've switched in the WH40K line, as I remember a friend of mine commenting how NPC creation was different in one of the later games - Rogue trader, maybe?DarK Heresy... Again, advice on when a NPC should be fleshed out but the system is still the same as the PC's.
Looks to me like they don't geet created by the same rules as PCs. They even suggest not using the same rules as PCs.
While I don't play Dark Heresy, that's not the approach FFG take Star Wars: Edge of the Empire. It's possible they've switched in the WH40K line, as I remember a friend of mine commenting how NPC creation was different in one of the later games - Rogue trader, maybe?