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General Tabletop Discussion
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The proper role of supporting NPCs?
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<blockquote data-quote="FalcWP" data-source="post: 4448063" data-attributes="member: 16858"><p>Generally, I like the PCs to be *the* heroes of my campaign - while there are certainly other powerful forces for good out there, the players should be in the center of all the action, and never watching. Things I try to keep in mind include...</p><p></p><p>1) Don't let NPCs step in and save the PCs *unless* the PCs have done something that would cause that NPC to step in. If the players take the time to befriend or seek out a powerful wizard and influence him to the point that he's willing to help them, then ok. He might step in at a dire moment. But only if the PCs have influenced him towards that. They've got the option to ignore him... and by interacting with him, they run the risk of annoying him, which could even make him a foe.</p><p></p><p>2) Generally speaking, most of my movers and shakers in 3E were NPC classes. The high ranking noble was likely an aristocrat. The respected priest was an adept, or maybe even a commoner or expert (or another aristocrat). There is no real reason to tie influence to combat prowess for most NPCs. In 4E, I wouldn't even stat these guys up - interacting with them would be a skill challenge with appropriate DCs. </p><p></p><p>Its worth noting that I prefer settings like Eberron where high level uber NPCs are rare. I prefer this precisely because it removes the crutch of an Elminster who can swoop in and fix things at need. If my setting had need of such an NPC for story reasons (the *only* reason I'd include one) - I'd probably run him as you described. Sure, he can go fix things, but he's busy. He'll have young adventurers go do it, and maybe dispense a bit of advice. But that still feels forced to me, and always has.</p></blockquote><p></p>
[QUOTE="FalcWP, post: 4448063, member: 16858"] Generally, I like the PCs to be *the* heroes of my campaign - while there are certainly other powerful forces for good out there, the players should be in the center of all the action, and never watching. Things I try to keep in mind include... 1) Don't let NPCs step in and save the PCs *unless* the PCs have done something that would cause that NPC to step in. If the players take the time to befriend or seek out a powerful wizard and influence him to the point that he's willing to help them, then ok. He might step in at a dire moment. But only if the PCs have influenced him towards that. They've got the option to ignore him... and by interacting with him, they run the risk of annoying him, which could even make him a foe. 2) Generally speaking, most of my movers and shakers in 3E were NPC classes. The high ranking noble was likely an aristocrat. The respected priest was an adept, or maybe even a commoner or expert (or another aristocrat). There is no real reason to tie influence to combat prowess for most NPCs. In 4E, I wouldn't even stat these guys up - interacting with them would be a skill challenge with appropriate DCs. Its worth noting that I prefer settings like Eberron where high level uber NPCs are rare. I prefer this precisely because it removes the crutch of an Elminster who can swoop in and fix things at need. If my setting had need of such an NPC for story reasons (the *only* reason I'd include one) - I'd probably run him as you described. Sure, he can go fix things, but he's busy. He'll have young adventurers go do it, and maybe dispense a bit of advice. But that still feels forced to me, and always has. [/QUOTE]
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