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<blockquote data-quote="PrecociousApprentice" data-source="post: 4243236" data-attributes="member: 61449"><p>The fairness issue that I brought up was in response to the stated unfairness of not building the NPCs and PCs in the same way. And yes, PCs don't exist either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> This was an unfortunate misphrasing on my part. I was thinking about how the players create and play their characters, vs. how the NPCs are created and played. I definitely agree that it should not look like the PCs are special, unless you want them to. I just think that this is better kept in the realm of story and not stat block. That being said, I have no problem if a player wants to create a character that will last only one encounter and wants to use the "commoner" monster stat block for ease of creation. Those stat blocks are disposable, and were designed to be that way. If I wanted to create an NPCs that was to last a long time, I might use the PC character creation rules. I just don't feel compelled to. All of the efforts to create systems that are universal create greater disconnects for me because it is the narrative that I am connected to, not the stat block. An NPC can change stat blocks ten times for all I care, as long as the character progresses logically in the story. The disconnects only enter my game when I feel compelled to assume that the output of the rules need no narrative explanation.</p><p></p><p>I just realized I might be mixing up treads as well. Could be confusing things, but my points still stand in context of my imagination <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4243236, member: 61449"] The fairness issue that I brought up was in response to the stated unfairness of not building the NPCs and PCs in the same way. And yes, PCs don't exist either. :D This was an unfortunate misphrasing on my part. I was thinking about how the players create and play their characters, vs. how the NPCs are created and played. I definitely agree that it should not look like the PCs are special, unless you want them to. I just think that this is better kept in the realm of story and not stat block. That being said, I have no problem if a player wants to create a character that will last only one encounter and wants to use the "commoner" monster stat block for ease of creation. Those stat blocks are disposable, and were designed to be that way. If I wanted to create an NPCs that was to last a long time, I might use the PC character creation rules. I just don't feel compelled to. All of the efforts to create systems that are universal create greater disconnects for me because it is the narrative that I am connected to, not the stat block. An NPC can change stat blocks ten times for all I care, as long as the character progresses logically in the story. The disconnects only enter my game when I feel compelled to assume that the output of the rules need no narrative explanation. I just realized I might be mixing up treads as well. Could be confusing things, but my points still stand in context of my imagination :D [/QUOTE]
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