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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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General Tabletop Discussion
*TTRPGs General
Complete books - too much feat- and PrC material?
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<blockquote data-quote="Barbelos" data-source="post: 1839212" data-attributes="member: 21625"><p>I'm not among those who have unlimited funds for RPG stuff, especially if I want a life besides games and my studies, so have to consider seriously the use I expect to get out of every purchase. I never play D&D as a player, but am always the DM. Specifically I'd like to get some input from other DMs on the "Complete" series of books. And am especially interested in hearing from other DMs with a similar practice when it comes to prestige classes and other 'cool new shiny crunch'. So here follows first a chaotic outline of how that sort of thing works in my campaign.</p><p></p><p> I tend to use PrCs very sparely even for NPCs, and a PC would have to have a good ingame reason to take up a PrC. In fact, I can't see a situation in my campaign where a player could just come up to me and request to take a PrC for the next level at all. If the PCs have come in touch with some organization or otherwise where a PrC exists in my world, fine, the character can try to join and to learn. Hasn't happened yet though. Rules-wise my campaign is mostly 'core books' stuff, partly to keep it simple, partly to emphasize what is actually 'normal' and what is not in my world. I certainly don't see a need for more core classes for my campaign world, though what I've heard of the Warlock in the upcoming Complete Arcane seems to fill a niche in my homebrew.</p><p></p><p>What I enjoy the most in game accessories are cool concepts which spawn ideas for adventure- and world design. Crunch has a place here, certainly, but I'd also like to see a book like "Complete Divine" give some advice on the role of religion in a D&D world, various ideas for religious organizations, perhaps a few ideas on a cleric's role and duties to a temple, roleplaying tips centred on religion and concepts of the holy etc. Similarily the "Complete Warrior" could have sections on fantasy warfare, various roles for the warrior classes in society and other roleplaying material to compliment the crunchy rollplaying content.</p><p></p><p>Leafing through the "Complete Warrior" at the store was a complete shock to me. Two thirds of the book consisted of nothing but prestige classes, new core classes, feats etc. Many parts of the book I would find interesting were short enough to neither be inspiring nor very informative. The "Complete Divine" didn't seem much better when I looked through that. </p><p>Don't misunderstand, I don't completely abhor rules-material. Many of the prestige classes coming out are cool concepts, but there's only room for so many in a campaign world before things start getting ridiculous, chaotic and unpredictable. Likewise, the arcane duel rules promised to be in the upcoming "Complete Arcane" seems really nice. Doubtless the treatment of it will be rules heavy, but these are rules tied to a very exciting concept which adds something truly new to the campaign - unlike the grab-bag of new powers, abilities etc. that an avalanche of new feats and classes brings.</p><p></p><p>Before this becomes far too long I should get to the point here... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>Is there anything I'm missing out on? I haven't really taken a close look at these books to be honest, perhaps there are more cool concepts for my homebrew setting there than I realize. Perhaps someone with a similar approach to prestige classes could tell me something about these books that I have missed completely. How would you rate the material in the "complete" series for the sort of DM who does not allow the players to use every new toy from the supplements without a good reason?</p><p></p><p>Edit: Really awful spelling mistake</p></blockquote><p></p>
[QUOTE="Barbelos, post: 1839212, member: 21625"] I'm not among those who have unlimited funds for RPG stuff, especially if I want a life besides games and my studies, so have to consider seriously the use I expect to get out of every purchase. I never play D&D as a player, but am always the DM. Specifically I'd like to get some input from other DMs on the "Complete" series of books. And am especially interested in hearing from other DMs with a similar practice when it comes to prestige classes and other 'cool new shiny crunch'. So here follows first a chaotic outline of how that sort of thing works in my campaign. I tend to use PrCs very sparely even for NPCs, and a PC would have to have a good ingame reason to take up a PrC. In fact, I can't see a situation in my campaign where a player could just come up to me and request to take a PrC for the next level at all. If the PCs have come in touch with some organization or otherwise where a PrC exists in my world, fine, the character can try to join and to learn. Hasn't happened yet though. Rules-wise my campaign is mostly 'core books' stuff, partly to keep it simple, partly to emphasize what is actually 'normal' and what is not in my world. I certainly don't see a need for more core classes for my campaign world, though what I've heard of the Warlock in the upcoming Complete Arcane seems to fill a niche in my homebrew. What I enjoy the most in game accessories are cool concepts which spawn ideas for adventure- and world design. Crunch has a place here, certainly, but I'd also like to see a book like "Complete Divine" give some advice on the role of religion in a D&D world, various ideas for religious organizations, perhaps a few ideas on a cleric's role and duties to a temple, roleplaying tips centred on religion and concepts of the holy etc. Similarily the "Complete Warrior" could have sections on fantasy warfare, various roles for the warrior classes in society and other roleplaying material to compliment the crunchy rollplaying content. Leafing through the "Complete Warrior" at the store was a complete shock to me. Two thirds of the book consisted of nothing but prestige classes, new core classes, feats etc. Many parts of the book I would find interesting were short enough to neither be inspiring nor very informative. The "Complete Divine" didn't seem much better when I looked through that. Don't misunderstand, I don't completely abhor rules-material. Many of the prestige classes coming out are cool concepts, but there's only room for so many in a campaign world before things start getting ridiculous, chaotic and unpredictable. Likewise, the arcane duel rules promised to be in the upcoming "Complete Arcane" seems really nice. Doubtless the treatment of it will be rules heavy, but these are rules tied to a very exciting concept which adds something truly new to the campaign - unlike the grab-bag of new powers, abilities etc. that an avalanche of new feats and classes brings. Before this becomes far too long I should get to the point here... :confused: Is there anything I'm missing out on? I haven't really taken a close look at these books to be honest, perhaps there are more cool concepts for my homebrew setting there than I realize. Perhaps someone with a similar approach to prestige classes could tell me something about these books that I have missed completely. How would you rate the material in the "complete" series for the sort of DM who does not allow the players to use every new toy from the supplements without a good reason? Edit: Really awful spelling mistake [/QUOTE]
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