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Class Books: How would you do them?
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<blockquote data-quote="tabrumj" data-source="post: 706858" data-attributes="member: 3632"><p>Hmm, if I was going to do this I would:</p><p></p><p>1) Strongly tie the book to a setting. Show how that class fits in with the setting itself and what kinds of things they do. I get really tired of books that advice so generic that it is basically useless. i.e The fighter should charge into battle and protect the wizard. Duh.</p><p></p><p>2) Include new feats. Not just ones that are more powerfull than ones already out there. Instead include feats that give PC's of that type more options in how to play their character.</p><p></p><p>3) Include new optional rules. Giving PC's more options is usually a good thing.</p><p></p><p>4) Include prestige classes that are tied to a setting. Give me a class that I want to play not because it's so darn powerfull but because the role it fills is cool. Oh yeah, a prestige class should not be more powerfull than the base class. Instead it should do one thing much better than it's base class and not gain a lot of the other benefits that a normal class would gain. Think a Red Wizard from FRCS or the Liliandelli from Hornsaw. Not the Virtuoso from Song and Silence, or the Order of the Bow Inititate.</p><p></p><p>5. Include new equipment and magic items. These are always fun. But for the love of God don't give me items that invalidate previous items. A fun new polearm is okay, something like a mercurial greatsword is just broken.</p><p></p><p>6. As many other people have said, always remember that these books are for PC's stuff that is only viable in the hands of an NPC is not that usefull to players buying the book.</p><p></p><p>Of course this is just a little bit of what I would want out of a book like this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="tabrumj, post: 706858, member: 3632"] Hmm, if I was going to do this I would: 1) Strongly tie the book to a setting. Show how that class fits in with the setting itself and what kinds of things they do. I get really tired of books that advice so generic that it is basically useless. i.e The fighter should charge into battle and protect the wizard. Duh. 2) Include new feats. Not just ones that are more powerfull than ones already out there. Instead include feats that give PC's of that type more options in how to play their character. 3) Include new optional rules. Giving PC's more options is usually a good thing. 4) Include prestige classes that are tied to a setting. Give me a class that I want to play not because it's so darn powerfull but because the role it fills is cool. Oh yeah, a prestige class should not be more powerfull than the base class. Instead it should do one thing much better than it's base class and not gain a lot of the other benefits that a normal class would gain. Think a Red Wizard from FRCS or the Liliandelli from Hornsaw. Not the Virtuoso from Song and Silence, or the Order of the Bow Inititate. 5. Include new equipment and magic items. These are always fun. But for the love of God don't give me items that invalidate previous items. A fun new polearm is okay, something like a mercurial greatsword is just broken. 6. As many other people have said, always remember that these books are for PC's stuff that is only viable in the hands of an NPC is not that usefull to players buying the book. Of course this is just a little bit of what I would want out of a book like this. :) [/QUOTE]
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