Character kits?

Halivar

First Post
There was never a 3.x or 4E equivalent to character kits, although the multi-class feats come close to capturing the feel of them.

Is this an idea that should come back? Either more templates to put on classes, or more variants?

Or, perhaps, we could go in an extreme direction: only 4-5 archetypical classes, and sub-classes are kits or templates placed on it? Like a paladin being a fighter kit, or bard being a thief kit?
 

log in or register to remove this ad

Er ... prestige classes and paragon paths? There have been kit-like mechanics for the last couple of editions.

I haven't been a big fan, but I assume WotC will come up with some mechanic to allow continued customization.
 

Er ... prestige classes and paragon paths? There have been kit-like mechanics for the last couple of editions.

I haven't been a big fan, but I assume WotC will come up with some mechanic to allow continued customization.

Prestige classes and and paragon paths are not like kits at all. 4E themes and 3E substitution levels come closer, but I'd enjoy a modernized version of 2E kits more than any other option of character customization.

Cheers,
 


Kits were sort of like re-skinning a class, about 90% was the same, just a little was different.

At least in theory. Some of the kits were way out of line (Elven Bladesinger, which was for Fighter/Wizards).

Part of this is a consistent problem with the game - something of a power creep (Cavalier in 1e) and just poor quality of products - rushing them out too quickly without enough playtesting.

I think that's ultimately the flaw of them - they are meant to be a quick and easy way to basically make a new class, but classes shouldn't be quick and easily made - they need to be tested.
 

I don't understand the appeal of things like kits. It seems like it would pretty much always be more effective to create a new class for a concept, rather than try to roughly convert an old class into a new one. The entire point of a class system is to present new options as new classes, so creating options that drastically change a class seems redundant and ineffective.
 


I wouldn't mind kits, so long as they keep the number of core classes low. Four core classes and a handful of kits? That would be awesome.
 

I wasn't a fan of kits that only gave a description of the character but didn't provide any real mechanical benefit. As they created more kits (and the subsequent power creep) that's when they got interesting.
 


Remove ads

Top