Trip.H wrote:
I agree with the OP that there are some problems with the way pf2 has to use PC rules for building NPCs.
One infamous example is early in Strength of Thousands, where the teacher who recruited you, and has the unique power of outright granting/implanting cantrips into others, is stated to be a lvl 2 or 3 spellcaster.
Like, this senior teacher at the oldest magic school would probably be killed in that low-level combat if the PCs sat on the sidelines. The other NPCs in that fight are prospective *students*, and they can easily outperform him with a few un/lucky rolls.
And because he's not scripted to get into another fight, that's it for the guy. His stat sheet is static, set so that he'll not "outshine" a group of noobie PCs.
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The core issue is that pf2 is a level-scaling game. So many important things scale with level, but all the AP designers just pick something relative to the expected PC level (at that particular moment in time!) and then have to work with that. It's more important that the core saves, HP, etc, are "close enough" if they ever get into a fight, than for the NPC to make sense as a whole.
I don't think enough thought / consideration is placed into the fact that your Armor Class and literal Hit Points just keep going up because your level number has. It's outright not possible for a Level _ Oracle to have an AC lower than a certain number, NPC or otherwise.
World features, like a Master smith, or a Rank _ Spellcaster, are stuck and entangled with PC level and PC statistics.
I do think that pf2 would greatly benefit from official guidance / instruction on how to build NPCs in a way that splits their statistics so that you don't get PC scaling.
Something like splitting the "chassis/core level" from the "profession/class level". For that SoT example, that mechanic could allow the teacher to have a low-ish core level for the purposes of HP, AC, etc, but allow them to have a +6ish level bump in the Wizard department.
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Basically, too much is all...
The players don't know and don't need to know the level ir other stats of that NPC. All that happens behind the scene. You could easily hand-wave it as the teacher holding back to let their students shine. NPCs don't follow the same rules as players. Their stats are not set in stone either. Following the spirit of the NPC creation rules, you don't need to make the NPC stats any more complex if there's little chance of that NPC engaging in a more difficult combat later. You can always change the sheet if you need it.