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<blockquote data-quote="Psion" data-source="post: 1140135" data-attributes="member: 172"><p>I do make stuff up. However, I am a stickler for consistency, too. When I make something up, I generally use the existing material as a template.</p><p></p><p>For example, let's say I make up an "green enchanter" that has a beguiling gaze but don't have a writeup for such a PrC. I might assume that this character has a prestige class, assume the class has a 5th level entry requirement and, like many PrC abilities, the special abilities have a DC or 10+(.5 or 1)x class level + ability modifier and allows full (or near full spell advancement.)</p><p></p><p>I generally prefer to have structure even for these "magics that man is not meant to know" types of things. This is why I think <em>Relics & Rituals</em> is such an essential companion to my core rules. The true ritual rules explain all these dastardly rituals and facilitates them without the same sort of handwaving that we are used to. Now again, I do make these things up on the fly, so if I create a ritual that does something the players have to stop, I simply assume it is a true ritual spell and assign some requirements to it.</p><p></p><p>In short, I use the structure of the rules as an assistance in making new stuff up instead of a straightjacket.</p><p></p><p>On the PC vs. NPC availability issue, there are and always will be things the PCs will not have access too. I run a "no evils" campaign, but at the same time will gleefully use things like classes from the BoVD. Sure, a PC may tread that road, but if they do, it's usually a one way path for them into NPCdom, because I am generally not interested in running PCs of that sort. That said, I am generally of the attitude that one level of an "evil NPC/monster" only class should be on par with a normal class... no extra power bennies for being an NPC. If you want an NPC to be more powerful than the PCs, make him a higher level!</p><p></p><p>Edit: Oh, and I feel no responsibility to let my players know or supervise what goes into the game, though. That just spoils the surprise. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Psion, post: 1140135, member: 172"] I do make stuff up. However, I am a stickler for consistency, too. When I make something up, I generally use the existing material as a template. For example, let's say I make up an "green enchanter" that has a beguiling gaze but don't have a writeup for such a PrC. I might assume that this character has a prestige class, assume the class has a 5th level entry requirement and, like many PrC abilities, the special abilities have a DC or 10+(.5 or 1)x class level + ability modifier and allows full (or near full spell advancement.) I generally prefer to have structure even for these "magics that man is not meant to know" types of things. This is why I think [i]Relics & Rituals[/i] is such an essential companion to my core rules. The true ritual rules explain all these dastardly rituals and facilitates them without the same sort of handwaving that we are used to. Now again, I do make these things up on the fly, so if I create a ritual that does something the players have to stop, I simply assume it is a true ritual spell and assign some requirements to it. In short, I use the structure of the rules as an assistance in making new stuff up instead of a straightjacket. On the PC vs. NPC availability issue, there are and always will be things the PCs will not have access too. I run a "no evils" campaign, but at the same time will gleefully use things like classes from the BoVD. Sure, a PC may tread that road, but if they do, it's usually a one way path for them into NPCdom, because I am generally not interested in running PCs of that sort. That said, I am generally of the attitude that one level of an "evil NPC/monster" only class should be on par with a normal class... no extra power bennies for being an NPC. If you want an NPC to be more powerful than the PCs, make him a higher level! Edit: Oh, and I feel no responsibility to let my players know or supervise what goes into the game, though. That just spoils the surprise. :) [/QUOTE]
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