hamstertamer
First Post
Of course, Waid could be statted up many, many ways. For instance, in AD&D, simply assign hit dice, hit points, and stats as you see fit, and the skills are simply described. In 4e, he could be statted as a full NPC, or as a "monster". Only in 3e do the rules give a detailed treatment to statting out the NPC like that.
I guess I really appreciate having those tools and it's one of the best parts of 3rd edition for me. Because once I was familiar with the concept then I understood the game logic. Most of the NPCs didn't have stats especially randomly encountered ones but do to my experience creating NPCs I could create them in my head if needed. It wasn't even a big deal.
I don't really understand the concept of RAW, the DM's guide is a guide book and it even explicitly states that they giving you alternatives and options for you to use. The NPC classes are giving you structure to build from. The random NPC creation charts are there for your convenience, just like most of the charts.When I ran 3e, I foolishly began using the RAW for every little situation. I spent loads of time making sure the stats on NPCs and monsters were "correct". Of course, it usually didn't matter. What really counted were the numbers and stats that showed up in the respective encounter.
I don't know what you mean by verisimilitude. I definitely believe that there should be a structure and it should be the same system. Knowing how to create a detailed PC, I would know to create detailed NPC as well. It's easier and it's logical. Two systems would be illogical to me and make it much harder to conceptualize while playing. But you don't mean two different systems I imagine. What you really mean is that you don't want to bother with detail. Which isn't a different system just a play style preference. I don't write down every detail either, but I want the detail there when I want it though. Of course, I do enjoy making interesting NPCs, and I think it's important. I really do enjoy prep time. Some people think you should be able to DM with no preparation time and not knowing any rules. I think that's lunacy.It didn't usually matter that the hobgoblin chief had Profession: Blacksmith if he was simply part of a combat encounter. Likewise, it didn't matter that the town blacksmith had 23 hit points and an attack bonus of +3.
Over the years, I gave up worrying about such levels of detail. Once I began writing up monsters and NPCs only for the situations they would appear in, everything became much easier. Realizing that the CR/Monster Advancement rules were simply ballpark numbers, I created new monsters as "build-to-suit", and pegged CR to existing monsters. I spent time detailing what NPCs would know, or might say, rather than worrying about class, level, or skill ranks. Of course, this is what I used to do back in AD&D, and what I would do in games that use the Storyteller system.
To me, it isn't verisimilitude for NPCs, monstes, and PCs to all use the same system as PCs. All such systems are just game rules, after all.
I don't understand you. You already can do that. How you create PCs and NPCs is up to you and always has been. Want to roll? Fine. Want a custom ability array? Fine. Want a custom point buy system? Fine. It's all up to you. Don't want to bother with skills for goblin chief? Fine. Yet, the goblin chief should still theoretically have some skills even if they are being ignored. Maybe your PCs take the goblin chief hostage, then what? Then you might need to add more detail to that NPC, no big deal.So, what about first-level characters? I want a system to be a little flexible--provide a simple way for characters, AT LEVEL ONE, to have a range of power levels. Give a default, and then, in a rules sidebar, provide some options. For instance:
SIDEBAR: More or Less Heroic PCs
1. For PCs that are more like common folk, strictly enforce 3d6 for ability scores (or use a lower-point array), only give 1/4 the starting wealth, and give no bonus for Con to starting hit points.
2. For PCs that are already heroes, allow rolling 5d6 (best three) for ability scores (or use a higher-point array), give each character a bonus feat, and give bonus hit points equal to Con score, rather than only Con bonus.