I'm rather surprised that you are ignorant of the NPC classes from 3E... Okay, explanation time.
In short, 3E had several classes designed specifically for minor NPCs that were by design weaker than the core PC classes. These were the warrior (a weak fighter with no bonus feats), the expert (nothing but skill ranks), the adept (spellcaster with a limited spell progression and small spell list), the aristocrat (a mix of various skills and weak fighting ability), and the commoner (terrible at everything). The DMG guidelines recommend using the warrior class for things like town guards, orc marauders, and so on. Similarly, most hedge wizards and minor potion makers were far more likely to be adepts, rather than actual wizards. While NPCs could have PC classes, those tended to be saved for more powerful or distinctive characters.
I knew about the commoner, aristocrat, etc. but didn't know about the warrior - I'd always assumed it was just being used as a colloquial term for fighter.
Err.. We create them out of thin air if needed. D&D is a game. One where only a minor handful of characters are generally stated out or described. Generally speaking, only the tiniest fraction of a setting is even defined, based on what is needed for the campaign. So there is plenty of room to simply invent characters when a replacement PC is needed. You don't need to make big assumptions about what is going on elsewhere in a campaign to make that possible.
I think you do, if for no other reason than internal game consistency.
Also, in my games I tend to run several different PC parties concurrently in the same game world, occasionally interacting either directly with each other or with what each other has done. So there's already more than one group of adventurers out there...
That is not my preference, or has been the basis for any campaign I have played in. I prefer camapigns with over-arching plot lines and heroes for protagonists to the amoral "kill monsters and take their stuff" campaigns.
Guess that means you're not into "kill other party members and take their stuff" campaigns either, huh?
I don't mind over-arching plot lines etc., but as a player I don't want to have to play a "hero" character just to make the plot work. I'm sometimes quite happy just to kill and take stuff in the here and now, and let the bigger-picture plot either sort itself out or just go away.
Superman is a hero. He's also dull as dirt and would have next to no entertainment value as a PC in an adventuring party. I play the game to entertain, and to be entertained in return...to me, this is about 98% of the whole point of the exercise...and characters whose morals tend somewhat south of Good and somewhat east of Lawful are almost without exception more entertaining than Superman types.
In any case, I would rather have my teeth pulled than have to stat up every random NPC with PC mechanics again. If I want to use an NPC, I'll only give them the most basic stats they will need. If the PCs need to fight something, I'll use monster rules. As I said earlier in the thread, D&D's mechanics are just a means of arbitrating player actions, not some kind of physics for the game world. Something only needs stats if there is a compelling reason to give it stats.
Your last sentence is quite true, but if it does need stats then for consistency it needs to use the same framework as the PCs if it's a PC race. The PCs themselves might only have used parts of this framework before their adventuring careers began (before I became an adventurer I did 2 years in the militia) but it's still there.
pemerton said:
A dragon can still fly, a troll still regenerate, and a titan still stand, run and jump, inside an anti-magic field.
By RAW, maybe.
I've long had it that a magic-based creature (and this includes pretty much any "fantastic" non-mundane being) cut off from magic for too long will suffer, and eventually die. An Elf, for example, who somehow found herself on a completely non-magic world would immediately notice it as something similar to (but less obviously explainable than) being short of oxygen due to being at too high an altitude; and would die within the hour. A Giant, not as connected to magic, might last a few months or more. A Dragon? The phrase "gone in sixty seconds" leaps to mind...
Lanefan