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The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="SKyOdin" data-source="post: 5969331" data-attributes="member: 57939"><p>I think superhuman suffices. Maybe "strong as a hundred men", if you are willing to be more precise.</p><p></p><p>I'm rather surprised that you are ignorant of the NPC classes from 3E... Okay, explanation time.</p><p></p><p>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.</p><p></p><p>4E of course completely dropped the idea of needing to hand out classes to NPCs, and uses monster generation rules if you need to fight said guards.</p><p></p><p>So town guards haven't been assumed to be fighters for at least two editions now.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5969331, member: 57939"] I think superhuman suffices. Maybe "strong as a hundred men", if you are willing to be more precise. 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. 4E of course completely dropped the idea of needing to hand out classes to NPCs, and uses monster generation rules if you need to fight said guards. So town guards haven't been assumed to be fighters for at least two editions now. 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. 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. 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. [/QUOTE]
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