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General Tabletop Discussion
*TTRPGs General
Should NPCs Have to Follow the Same Rules as PCs?
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<blockquote data-quote="ruemere" data-source="post: 4337569" data-attributes="member: 5515"><p>Should the NPCs follow the same rules as PCs?</p><p><strong>Yes, they definitely should. Exceptions to continuity of the game world's rules accrue eventually leading to fall of inner game logic.</strong></p><p></p><p>However, recognizing the need for the compromise between versatility and usability, I heartily recommend that everyone uses the solution they find most suitable to their needs. In my case, the solution is to use two systems, one handling only external traits, and the other for delivering both internal and external traits.</p><p></p><p>If you've read RangerWickett's excellent <a href="http://www.enworld.org/forum/showthread.php?t=232996" target="_blank">Pathfinder overhaul suggestions, pt. 2</a>, you are familiar with the concept of both types of traits. For those, who haven't: external traits are used for determining results of interaction with game world, while internal traits are used for calculating the external ones (internal traits are also used for recording permanent character changes like character advancement).</p><p></p><p>So, NPCs have statblocks composed of their external traits, while players' character sheets provide information on both types. Whenever there is a need, I can quickly reverse engineer external traits of an NPC, to provide consistent information on needed aspect of character description.</p><p></p><p>The quick-n-dirty system allows to build statblocks.</p><p>The full system is for building characters.</p><p>And it's easy to transfer characters from one system to another.</p><p></p><p>Of course, 3.5E quick-n-dirty system is far from perfect since it's just my home solution, but it does its job (it's also rather simple - build a set of NPCs, assign 50% of skill points and feats, build a pool of viable choices - when you need a blacksmith, just grab a 3rd level expert/villager, buy Profession (Blacksmith) skill, choose 1 feat and presto, you have a ready NPC).</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 4337569, member: 5515"] Should the NPCs follow the same rules as PCs? [B]Yes, they definitely should. Exceptions to continuity of the game world's rules accrue eventually leading to fall of inner game logic.[/B] However, recognizing the need for the compromise between versatility and usability, I heartily recommend that everyone uses the solution they find most suitable to their needs. In my case, the solution is to use two systems, one handling only external traits, and the other for delivering both internal and external traits. If you've read RangerWickett's excellent [URL="http://www.enworld.org/forum/showthread.php?t=232996"]Pathfinder overhaul suggestions, pt. 2[/URL], you are familiar with the concept of both types of traits. For those, who haven't: external traits are used for determining results of interaction with game world, while internal traits are used for calculating the external ones (internal traits are also used for recording permanent character changes like character advancement). So, NPCs have statblocks composed of their external traits, while players' character sheets provide information on both types. Whenever there is a need, I can quickly reverse engineer external traits of an NPC, to provide consistent information on needed aspect of character description. The quick-n-dirty system allows to build statblocks. The full system is for building characters. And it's easy to transfer characters from one system to another. Of course, 3.5E quick-n-dirty system is far from perfect since it's just my home solution, but it does its job (it's also rather simple - build a set of NPCs, assign 50% of skill points and feats, build a pool of viable choices - when you need a blacksmith, just grab a 3rd level expert/villager, buy Profession (Blacksmith) skill, choose 1 feat and presto, you have a ready NPC). Regards, Ruemere [/QUOTE]
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