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General Tabletop Discussion
*TTRPGs General
When should NPC's get PC classes
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<blockquote data-quote="Buttercup" data-source="post: 2053309" data-attributes="member: 990"><p>Truthfully, I generally don't worry about details like this with my NPCs. If I want the NPC adept/wizard to have an improved familiar, he'll have one. If I want the adept to have certain spells, she'll have 'em. As long as I don't deviate too far from the RaW, I don't worry about it. </p><p> </p><p>And you're correct, the Adept/Wizard is a different animal, better in some ways and worse in others. If it doesn't fit your story concept, make that NPC a straight Wizard. Personally, I like the NPC classes so much that I think (contrary to what the DMG says) they're fully playable classes. Well, except for the commoner.</p><p> </p><p>I think the thing to remember is that you have lots of latitude here. For instance, if you give some of your warriors listen, spot, run, and intimidate as class skills, you'll have good guards/beat cops. Others might not have intimidate, but survival. They could be the local trappers. Still others might have move silently, climb and open lock as class skills, and be experts at breaking & entering. You should really use the NPC classes as starting points for your imagination.</p><p> </p><p>Finally, you should get the PDF called Everyone Else from EN Publishing. It offers all the basic NPCs any community would ever need, from fishmongers to scribes to bailiffs, all statted out.</p></blockquote><p></p>
[QUOTE="Buttercup, post: 2053309, member: 990"] Truthfully, I generally don't worry about details like this with my NPCs. If I want the NPC adept/wizard to have an improved familiar, he'll have one. If I want the adept to have certain spells, she'll have 'em. As long as I don't deviate too far from the RaW, I don't worry about it. And you're correct, the Adept/Wizard is a different animal, better in some ways and worse in others. If it doesn't fit your story concept, make that NPC a straight Wizard. Personally, I like the NPC classes so much that I think (contrary to what the DMG says) they're fully playable classes. Well, except for the commoner. I think the thing to remember is that you have lots of latitude here. For instance, if you give some of your warriors listen, spot, run, and intimidate as class skills, you'll have good guards/beat cops. Others might not have intimidate, but survival. They could be the local trappers. Still others might have move silently, climb and open lock as class skills, and be experts at breaking & entering. You should really use the NPC classes as starting points for your imagination. Finally, you should get the PDF called Everyone Else from EN Publishing. It offers all the basic NPCs any community would ever need, from fishmongers to scribes to bailiffs, all statted out. [/QUOTE]
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When should NPC's get PC classes
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