Picture a master artisan, a glass-maker. HP 6, AC: 11, BaB +0, FORT +2, REF +1, WILL +1, Craft: glass-blowing +15.
She's described in 3e terms, but without using 3e's advancement procedures. Notice how much more realistic she is? There's no direct relationship between her hit points/combat ability and her ability to create really pretty glass vases?
Can anyone explain to me how forcing her into 3e's leveling scheme would make her, and, by extension, the campaign she plays a bit part in, better?
3e's leveling scheme with hp and combat tied to skills? Can't explain the logic to that at all.
In my obsessive moments I like the idea of a leveling scheme sitting around behind the scenes where I can check that my short stat-line list conforms to some underlying pseudo-reality. I completely grant that doing so could very well be a lot more trouble than its worth for a lot of DMs.
I wonder if a level set-up (not with silly HP and combat things) might make it even quicker to stock towns and keep the relative expertise of different people on par. On my list of NPCs I've thrown together I could just have listed that the town has a "Glassblower Lvl 7 - no militia experience". If the party never needed to interact with them then I don't even need to write the stat-line at all. If I do need them then a simple one page table of "Average stat-lines by Level, Combat Experience, and Notable Trait" could simultaneously give me what I need for that Glassblower, the "Historian Lvl 2 - perceptive, militia training", the "Blacksmith Lvl 5 - intimidating, combat veteran.", and every other NPC out there.
Semi-related. A paragraph in the rules about non-adventuring spell casters could allow town stocking by saying there's a "Cleric of Bast Lvl 3 - non-adventuring, no militia experience" that just means level 3 spell casting, but low hp, combat ability, and weapons/armor. Similarly for the "Wizard (Diviner) Lvl 5 - militia training" who runs the big city library.
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