mamba
Legend
that if does not apply… or at least not to this level of realism...and, yes, by all means, restrict monsters to pre-historic animals, and casters to card tricks, if you want to hold everyone to realism.
that if does not apply… or at least not to this level of realism...and, yes, by all means, restrict monsters to pre-historic animals, and casters to card tricks, if you want to hold everyone to realism.
Are Sorcerers descended from dragons exactly human? Not really, but anyone with the right stats can MC to one at any time.he is the son of Zeus, not exactly a human…
If your example for what a fantasy human should be capable of is literally a demigod, then we have different ideas about what they should be
Humans should be removed from D&D because they're inconsistent with a fun fantasy world.
Characters in the game can't see the mechanics and yet it's the mechanics that initially make not just the characters but everyone in the setting what they are. An Elf is an Elf, without regard for the presence or absence of a 'PC' sticker on its forehead.The consistency of the setting exists in the fiction and not the mechanics. The mechanics exist so that players can run their characters while the GM can run their NPCs. Characters in the game cannot see the mechanics.
Realism applied selectively isn't realism.that if does not apply… or at least not to this level of realism
If you actually expect your desires to be implemented by WotC you are completely, and totally, off the reservation.
The best you can possibly hope for is your DM implementing house rules.
Seriously and unironically, if this thread is not about brainstorming house rules, then it is a complete and total waste of time for everyone except people who enjoy arguing.
So why not just put those NPC abilities into your char-gen rules so everyone can use them?Who says they can’t learn it? If a player comes to me and says “I want to play a character that works like this NPC”, I’ll totally play ball. Hell, I’ll probably give them a bonus.
Oh, I completely agree; and that's the value of having non-playable (well, technically playable but extremely sub-optimal) stay-at-home versions of some classes, who earn xp from research, charity, etc. rather than from killing monsters and looting treasure and who advance - in comparison to a typical adventurer - glacially slowly.I don't see the benefit in arbitrarily assuming that all NPCs develop in the same way as professional adventurers do. I mean I would expect a wizard who has spent a hundred years learning magic in a tower, barely leaving the library and the lab to be capable of entirely different stuff from a professional adventurer and combat mage. I certainly wouldn't expect the superb researcher to be able to take a punch the way a high level adventuring wizard can.
Every D&D player character is intended to be a professional adventurer, but that's not every character in the setting. Other characters can and do come by the same abilities via different (and much slower) means.And why can't you create a lab-wizard? Because they aren't adventurers and one physical combat and they are likely to freeze or fall over. Every D&D character is intended to be a professional adventurer, not a farmer or a cleric who stays with their flock.
Because I continually ad-hoc new NPC abilities all the time, such that formalizing that into a document would require hundreds of pages and constant revision?So why not just put those NPC abilities into your char-gen rules so everyone can use them?
Given that I could stick either of those backgrounds on the 1st-level Wizard I just rolled up, consistency dictates they have to follow the same rules - or close enough that either one can be or become my PC.Ooh, I’ll play! Different people are different. There should be no expectation that an NPC, who in-fiction is a unique person whose background, experience, training etc. is different from the PCs, should have the same characteristics.
On the contrary, expecting that the 1st level wizard I created that is a 21-year old prodigy and the 1st level wizard that I created that has been studying magic for 30 years follow the same rules Given that either of those wizardsstrains verisimilitude more than the fact that NPC A can attack 3 times with a sword, but PC B can only attack twice (but has different abilities).
Quite the opposite, characters in the game don't see the mechanics, so the mechanics don't matter to their perceptions.Characters in the game can't see the mechanics and yet it's the mechanics that initially make not just the characters but everyone in the setting what they are. An Elf is an Elf, without regard for the presence or absence of a 'PC' sticker on its forehead.
And so, having mechanics be consistent between PCs and NPCs - at least to the point that they're interchangable* - is the only sensible way to do it