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From R&C: Pargon Paths & Epic Destinies
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<blockquote data-quote="Stalker0" data-source="post: 3960094" data-attributes="member: 5889"><p>In my opinion, the concept and execution of prcs started out well, and then went down the toilet. In the beggining, the were a nice way to specialize npcs and add some specific concepts for a pc or allowing them to get involved in an organization.</p><p></p><p>But as time went on, they became a way from player to powergame and powercreep. Further, the prereqs meant that a player had to plan his character in advance, which makes no sense from a roleplaying standpoint.</p><p></p><p>There are the fighters out there that were training to be weapon masters, but plenty of fighters who would learn different weapons because that just how the story evolved. But players still built their characters to meet those prereqs, regardless of how the story evolved.</p><p></p><p>I like the idea of these paths because I'm not giving up anything, it sounds like I'm just getting more. Basically its like gestalt classing. Its a way to keep the linear scale of classes and broaden high level character abilities without the need to just bump up their power. A fighter might get new techniques with his weapon master path, but he doesn't necessarily get a big bump in saves or attack rolls.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 3960094, member: 5889"] In my opinion, the concept and execution of prcs started out well, and then went down the toilet. In the beggining, the were a nice way to specialize npcs and add some specific concepts for a pc or allowing them to get involved in an organization. But as time went on, they became a way from player to powergame and powercreep. Further, the prereqs meant that a player had to plan his character in advance, which makes no sense from a roleplaying standpoint. There are the fighters out there that were training to be weapon masters, but plenty of fighters who would learn different weapons because that just how the story evolved. But players still built their characters to meet those prereqs, regardless of how the story evolved. I like the idea of these paths because I'm not giving up anything, it sounds like I'm just getting more. Basically its like gestalt classing. Its a way to keep the linear scale of classes and broaden high level character abilities without the need to just bump up their power. A fighter might get new techniques with his weapon master path, but he doesn't necessarily get a big bump in saves or attack rolls. [/QUOTE]
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