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General Tabletop Discussion
*Dungeons & Dragons
Should NPCs be built using the same rules as PCs?
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<blockquote data-quote="The Stray" data-source="post: 9150395" data-attributes="member: 21691"><p>I edited my response above, but you seem to have already been typing a reply, so I'll reiterate:</p><p></p><p>It's widely held that a PC is not just the abilities they have on their sheet...they are more than the sum of their mechanics. Thus, then, it follows that NPCs and monsters aren't the sum of their mechanics, either.</p><p></p><p>And I don't see the point of clinging to a foolish consistency for consistency's sake. A foolish consistency is the hobgoblin of little minds, adored by little statesmen and philosophers and divines. Consistency is the last refuge of the unimaginative. Mechanics are brushstrokes and pencil lines on a canvas, not the iron-hard physics of a universe.</p><p></p><p>I've used <a href="https://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/" target="_blank">Paragon Monsters</a> before -- multi-state monsters that actively have different stat blocks to represent different stages of a fight, different tactics that change the game state the way some video games have multi-stage boss fights. how much simpler, then to represent an NPC two different ways, based on the needs of the game?</p></blockquote><p></p>
[QUOTE="The Stray, post: 9150395, member: 21691"] I edited my response above, but you seem to have already been typing a reply, so I'll reiterate: It's widely held that a PC is not just the abilities they have on their sheet...they are more than the sum of their mechanics. Thus, then, it follows that NPCs and monsters aren't the sum of their mechanics, either. And I don't see the point of clinging to a foolish consistency for consistency's sake. A foolish consistency is the hobgoblin of little minds, adored by little statesmen and philosophers and divines. Consistency is the last refuge of the unimaginative. Mechanics are brushstrokes and pencil lines on a canvas, not the iron-hard physics of a universe. I've used [URL='https://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/']Paragon Monsters[/URL] before -- multi-state monsters that actively have different stat blocks to represent different stages of a fight, different tactics that change the game state the way some video games have multi-stage boss fights. how much simpler, then to represent an NPC two different ways, based on the needs of the game? [/QUOTE]
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Should NPCs be built using the same rules as PCs?
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