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New Faction Rank Document!
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<blockquote data-quote="Pauper" data-source="post: 6959755" data-attributes="member: 17607"><p>I have mixed feelings about this update.</p><p></p><p>On the one hand, it's good to have the system finally fleshed out, answering questions like 'what does being a mentor entail' and covering all five tiers of faction rank.</p><p></p><p>On the other, I'd have been happier if the faction rank benefits were more 'soft' or RP benefits rather than mechanical advantages like gaining Advantage on rolls or being able to buy magic items. I'm sure mechanical advantages will prove more popular with those who enjoy min-maxing the system, but I'd hoped AL was serious about moving away from promoting min-maxing as a style of play; I suspect within a few months there will be advice about certain classes being 'obviously' intended for certain factions that's likely not intended (for instance, historically there are plenty of bards who are members of the Harpers, but mechanically, between the faction training and item procurement benefits, I could see new players being advised that the Zhents are the only 'logical' faction for a bard to join, and if you don't, you're gimping your character).</p><p></p><p>So I appreciate the work that went into the document, but I wish more of the benefits were more RP-focused, or more like the Faction Philanthropist benefit to make faction membership more compelling as an adventuring choice, not mechanical benefits that simply add another layer of crunch for new players to have to navigate.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 6959755, member: 17607"] I have mixed feelings about this update. On the one hand, it's good to have the system finally fleshed out, answering questions like 'what does being a mentor entail' and covering all five tiers of faction rank. On the other, I'd have been happier if the faction rank benefits were more 'soft' or RP benefits rather than mechanical advantages like gaining Advantage on rolls or being able to buy magic items. I'm sure mechanical advantages will prove more popular with those who enjoy min-maxing the system, but I'd hoped AL was serious about moving away from promoting min-maxing as a style of play; I suspect within a few months there will be advice about certain classes being 'obviously' intended for certain factions that's likely not intended (for instance, historically there are plenty of bards who are members of the Harpers, but mechanically, between the faction training and item procurement benefits, I could see new players being advised that the Zhents are the only 'logical' faction for a bard to join, and if you don't, you're gimping your character). So I appreciate the work that went into the document, but I wish more of the benefits were more RP-focused, or more like the Faction Philanthropist benefit to make faction membership more compelling as an adventuring choice, not mechanical benefits that simply add another layer of crunch for new players to have to navigate. -- Pauper [/QUOTE]
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