Voss wrote:
Hmm. This, for me, is like your problem with spellcasters ruling everything in 3e. If someone is a wizard, that means he should do x, y and z (whatever those are), in whatever fashion that wizards do things. I really don't like the idea that your wizard does things *this* way, and has *these* abilities, while every other wizard in the world does something else. Simple logic says to me that you are not a wizard. You're a weird, one-off mutant. Except possibly there's maybe 5 of you that that have happened to band together. But every other wizard... yeah. It just seems wrong.
Well, the thing is that if NPCs do stuff the PC way, then they've got access to all their dailies to blow in each battle, and there's really no reason they wouldn't want to do that.
Now if you run everything with at will and encounter abilities, you can very easily make PCs and NPCs alike. But once daily factors into it, it really becomes impossible, because now you either balance it such that NPCs aren't overwhelming (and thus PCs suck) or PCs are at full power (and NPCs are made of awesome).
The fundamental problem is this:
for PCs: daily ability > encounter ability
for NPCs: daily ability = encounter ability.
I just don't see any way of making both of those true and yet having NPC and PC be the same.
Also, as far as movie tropes and stuff go, PC and NPC wizards don't really feel alike. In Lodoss war, the good wizard and the bad wizard didn't really use any of the same spells. Saruman and Gandalf both had telekinesis, but that was about it. Voldemort uses different spells from Harry Potter.
I guess it just doesn't bother me much that they're different. It can easily just be explained away in terms of wizard specialties: maybe the hobgoblin warcaster's magic really is different from a human wizard's magic.
Also the whole problem with making them equal is that you've got to use PC ability charts and bullshit when making NPCs and monsters. Honestly, no. It's just not worth the extra prep time for the slight amount of added "realism" that you happen to get from it. It adds roughly 10 minute to a half hour of added time to build NPCs of mid to high level when you have to make them as though they were PCs. For something that's going to last a single combat, it's just not worth the effort.
If it's a BBEG, then fine, it's cool to make him interesting if you plan on having him be a recurring villain. But for just some random mooks or castle guards, I just want to get some numbers down on paper and start rolling. I really do just want to do the 4E approach and not look at the guard as a character, but more as a speedbump for the PCs to go over. Give him appropriate numbers to his level, throw in a few interesting abilities to add color and go. I don't care if he trained at fighter school or warlord school.
One thing I like about 4E is that you could make a monster on the fly rather easily and they gave you end result guidelines, as opposed to the 3.5 rules that make you feel like an overworked bureaucrat everytime you wanted to create a monster. And after you were done, you ended up wtih a monster that wasn't guaranteed to be balanced, it was just rules consistent with PCs.
Now, I don't know if the 4E monster guidelines actually work well, but I definitely like the concept. "Set AC to level + X" is a very good concept for helping to balance encounters.
I really love the idea of on the fly DMing because as a DM it allows me to give my PCs way more freedom. 3.5 almost forced me to put my PCs on rails because I just could not adapt fast enough when they did something unexpected and I just didn't have time to stat everything. Even something like making a random encounter was difficult in 3.5 if you ran an NPC centric campaign.
In 4E, the DM has much more freedom to wing it.