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Class Books: How would you do them?
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<blockquote data-quote="DonAdam" data-source="post: 704604" data-attributes="member: 2446"><p>That's not powergaming.</p><p></p><p>No, powergaming is taking something like the above, which can already be done in the core rules, and making it the requirements for a prestige class that can do it ten times better. *cough*order of the bow initiate*cough* So I would like to see Class Paths in class books.</p><p></p><p>Think about it philosophically: if its a book for fighters, why is its main purpose to get me to switch classes into a PrC? Why not give useful things for a fighter?</p><p></p><p>Along those lines, I would like to see more feats and less prestige classes. There are a few feats that get out of hand (Improved Sneak Attack from FFG, Kick 'Em While They're Down from Dragon Magazine, Energy Substitution from T&B) but if I had to pick blindly if a feat or PrC was more balanced, knowing neither which feat nor prestige class was up for questioning, I'd go with the feat 100% of the time and be right at least 90% of the time.</p><p></p><p>Nothing that can't be done in the core class, in terms of flavor rather than rules, should be done in a PrC, unless that PrC belongs to an organization, in which case it belongs in a DM's book rather than a player's book. With that in mind, my book would look something like this:</p><p></p><p>1) Class paths, including a fair amount of roleplaying notes for each. This is in lieu of a general roleplaying section, which is only useful for very narrow classes like paladins and monks. Most importantly, it gives the DM a collection of premade and fleshed out NPC's to choose from while showing players, especially newbies, the possibilities of the system.</p><p></p><p>2) Optional rules- I love rules changes in books- it gives me a plethora of things to choose from without just adding material, which can be unbalancing. For Fighters, for example, I'd like to see rules for lightly armored fighters, but not "skilled fighters," because the former is an ability that someone is stuck with that they'll never use and the latter is something that can be done that will waste no abilities. I'd also like to see a skillmonkey without sneak attack.</p><p>Included in this chapter would be new uses for skills or optional/alternate rules for skills.</p><p></p><p>3) Feats</p><p></p><p>3.5) If you have to put prestige classes, here's the place. However, even though I don't like most of the prestige classes in the book, the only book I've seen do this well is Path of the Sword. It gives a huge organization description first. Kudos to them. Again, this increases versatility because it becomes more useful to both players and DM's.</p><p></p><p>4) Gear- this would include a couple "typical stronghold" maps</p><p></p><p>5) Tactics- if monster get them in 3.5E, show some real whoppers of combos. This would always be underemphasized in 3e though because of the assumption that most fights are of the party's CR, which is just way too easy already.</p><p></p><p>6) Example NPC's</p><p></p><p>7) Appendices</p></blockquote><p></p>
[QUOTE="DonAdam, post: 704604, member: 2446"] That's not powergaming. No, powergaming is taking something like the above, which can already be done in the core rules, and making it the requirements for a prestige class that can do it ten times better. *cough*order of the bow initiate*cough* So I would like to see Class Paths in class books. Think about it philosophically: if its a book for fighters, why is its main purpose to get me to switch classes into a PrC? Why not give useful things for a fighter? Along those lines, I would like to see more feats and less prestige classes. There are a few feats that get out of hand (Improved Sneak Attack from FFG, Kick 'Em While They're Down from Dragon Magazine, Energy Substitution from T&B) but if I had to pick blindly if a feat or PrC was more balanced, knowing neither which feat nor prestige class was up for questioning, I'd go with the feat 100% of the time and be right at least 90% of the time. Nothing that can't be done in the core class, in terms of flavor rather than rules, should be done in a PrC, unless that PrC belongs to an organization, in which case it belongs in a DM's book rather than a player's book. With that in mind, my book would look something like this: 1) Class paths, including a fair amount of roleplaying notes for each. This is in lieu of a general roleplaying section, which is only useful for very narrow classes like paladins and monks. Most importantly, it gives the DM a collection of premade and fleshed out NPC's to choose from while showing players, especially newbies, the possibilities of the system. 2) Optional rules- I love rules changes in books- it gives me a plethora of things to choose from without just adding material, which can be unbalancing. For Fighters, for example, I'd like to see rules for lightly armored fighters, but not "skilled fighters," because the former is an ability that someone is stuck with that they'll never use and the latter is something that can be done that will waste no abilities. I'd also like to see a skillmonkey without sneak attack. Included in this chapter would be new uses for skills or optional/alternate rules for skills. 3) Feats 3.5) If you have to put prestige classes, here's the place. However, even though I don't like most of the prestige classes in the book, the only book I've seen do this well is Path of the Sword. It gives a huge organization description first. Kudos to them. Again, this increases versatility because it becomes more useful to both players and DM's. 4) Gear- this would include a couple "typical stronghold" maps 5) Tactics- if monster get them in 3.5E, show some real whoppers of combos. This would always be underemphasized in 3e though because of the assumption that most fights are of the party's CR, which is just way too easy already. 6) Example NPC's 7) Appendices [/QUOTE]
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