Leveling NPCs to taste
SpiffyMcBang
Member Posts: 160
I'm sure this has been discussed somewhere, but I don't know where and I've never been part of that conversation, so screw it: Would you like it if, when NPC party members join you for the first time, you're given the option to choose their proficiencies, thief skills, and so forth up to their current level?
I think that, at minimum, each NPC should have a base setup the designers had in mind. You don't level from scratch; you'd have to remove points from one thing to put them in another. And if someone has an extra-special ability (e.g. Coran's third longbow point), if you take that out you can't put it back in later. Obviously their stat distribution is pre-determined as well and can't be rerolled. These setups are usually good, in general, and give the NPCs some flavor right off the bat.
But some characters, more so in BG1 than BG2, seem interesting, yet I look at their abilities and I'm just thinking, I'm going to need some way to work around this or that decision I'd never have made with their leveling. In BG2, my Imoen/Nalia party had a thief as the PC, so their skill points didn't matter, but if I'd needed them I certainly would have preferred Imoen's open locks nudged to 100 and Nalia's traps at 100 as well. Yet that goes into the question of metagaming, and on and on and on...
So, given the option of adjusting NPCs retroactively, would you take it? Or would you stick with them as they are?
I think that, at minimum, each NPC should have a base setup the designers had in mind. You don't level from scratch; you'd have to remove points from one thing to put them in another. And if someone has an extra-special ability (e.g. Coran's third longbow point), if you take that out you can't put it back in later. Obviously their stat distribution is pre-determined as well and can't be rerolled. These setups are usually good, in general, and give the NPCs some flavor right off the bat.
But some characters, more so in BG1 than BG2, seem interesting, yet I look at their abilities and I'm just thinking, I'm going to need some way to work around this or that decision I'd never have made with their leveling. In BG2, my Imoen/Nalia party had a thief as the PC, so their skill points didn't matter, but if I'd needed them I certainly would have preferred Imoen's open locks nudged to 100 and Nalia's traps at 100 as well. Yet that goes into the question of metagaming, and on and on and on...
So, given the option of adjusting NPCs retroactively, would you take it? Or would you stick with them as they are?
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Comments
Still, some of them are pretty bad by default. Like Skie... oh man... I like her, but she's even worse than Garrick.
So, for BG1, where some NPCs are not available for a long time AND all have a class that makes them inconvenient to replace, I'd say this option would be a good thing, as it would make especially the thieves valid "replacements".
I make her into some sort of sophisticated badass sneak.
I agree with you that their abilities once you find them are part of who they are, which is why I said they should at least come with pre-set abilities and proficiencies. In the end, however, the best reason to use in-game NPCs is for their personalities and stories- for the roleplaying. And while it's certainly possible to do everything with poorly designed NPCs, having to always account for some glaring flaws or weaknesses (no, I'm not feeding you another effing potion of master thievery) makes certain characters less worth exploring. Late game BG1 NPCs are especially bad in this regard; generally you have to know about them and plan for their addition to your party well in advance, because you'd never replace someone you already have with them.
So, essentially, what I'm discussing is allowing players to set up the NPCs mechanics-wise so they'll be more likely to want to explore the story aspects of those characters. I think it's totally reasonable to feel that if you want to check out an NPC, you do it as they're designed or not at all, but my opinion is that it's unfortunate to have to choose between good basic skill sets and seeing a new character's story, especially if seeing that new story means developing the rest of the group around what that character should have but lacks.