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General Tabletop Discussion
*Dungeons & Dragons
What proportion of the population are adventurers?
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<blockquote data-quote="R_Chance" data-source="post: 7953316" data-attributes="member: 55149"><p>I did pretty much the same thing. I varied the experience by how dangerous the area was for certain professions though (frontiers made for higher level Soldiers than peaceful areas for example). I've used NPC classes since AD&D as well. Dragon always had boatloads of them, although they tended to be a bit wonky (I preferred my own variants). I rather liked 3E's NPC classes, they hit the sweet spot of covering everybody else outside the PC class professions, but not being so good that PCs wanted to wander off and take up farming or smithing. I did this with 3.x and I've retooled the NPC classes to replace all the variant NPC / monster types that some people love in 5E. I like the NPC classes for world building and setting purposes. I agree with Lanefan, (if I read him right) I want my PCs and NPCs to work in the same ecology / system. As for murder hoboing not being a learning experience for everyone, well those Commoners don't get experience for killing weeds, just for doing their jobs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Simulating retirement could be done by subtracting experience when an NPC (or PC) quits their profession. Kind of the opposite of the slow gain XP / level / day bit. Doing some activities (weapon practice, magic research, religious study etc.) could ward off experience loss as well.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7953316, member: 55149"] I did pretty much the same thing. I varied the experience by how dangerous the area was for certain professions though (frontiers made for higher level Soldiers than peaceful areas for example). I've used NPC classes since AD&D as well. Dragon always had boatloads of them, although they tended to be a bit wonky (I preferred my own variants). I rather liked 3E's NPC classes, they hit the sweet spot of covering everybody else outside the PC class professions, but not being so good that PCs wanted to wander off and take up farming or smithing. I did this with 3.x and I've retooled the NPC classes to replace all the variant NPC / monster types that some people love in 5E. I like the NPC classes for world building and setting purposes. I agree with Lanefan, (if I read him right) I want my PCs and NPCs to work in the same ecology / system. As for murder hoboing not being a learning experience for everyone, well those Commoners don't get experience for killing weeds, just for doing their jobs :) Simulating retirement could be done by subtracting experience when an NPC (or PC) quits their profession. Kind of the opposite of the slow gain XP / level / day bit. Doing some activities (weapon practice, magic research, religious study etc.) could ward off experience loss as well. [/QUOTE]
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What proportion of the population are adventurers?
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