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Complete books - too much feat- and PrC material?
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<blockquote data-quote="Barbelos" data-source="post: 1839635" data-attributes="member: 21625"><p>True, not really expecting the same sort of material as in books that are meant for the DMs either.</p><p></p><p></p><p></p><p></p><p>I try to encourage player-participation in creating the world as well. This is actually a quite good idea for one way that would work. <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><p>What I meant was that I'm not one of those DMs who will throw 'everything' into my game without a good reason. If a player wants to play something really unusual, it should be because they like the character concept and plan to roleplay their character accordingly, not solely for the cool abilities. There are also a few prestige classes that belong in places or organizations that are well enough known for just about any PC who qualifies to take them. For example, there's a variant of the Knight Protector in a high-visibility knighthood, and just about any elf who hasn't betrayed their people could learn to be an arcane archer. </p><p></p><p></p><p></p><p></p><p>I know they are player guides, but I feel this material is really useful to players who want to roleplay their characters. I've seen too many clerics played as though the gods didn't matter. This sort of info is also great for spawning character ideas for players, and gives their PCs a place to feel at home in the setting. Of course, this sort of material is a great source of ideas for DMs as well.</p><p></p><p></p><p></p><p></p><p>Sure. My campaigns lately tend to be less epic in scope though, partly because the players aren't usually playing characters motivated to 'save the world'. When the world-saving epic comes along, I suspect it will be more of a side effect of something they've done for other reasons. Possibly due to work they do for one of those factions or organizations the characters affiliate with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>What you mentioned above though, presenting to the players the range of PrCs that exist (they don't buy any D&D supplements themselves) and finding a place for them in the world with the players who want play them is a good reason why I could find more use for the "Complete" series than I thought, thanks!</p><p>Anyone else have compelling arguments to why a DM like me would be interested in books where such a large amount of material consists of new classes and feats? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><span style="font-size: 9px">Edited for typos</span></p></blockquote><p></p>
[QUOTE="Barbelos, post: 1839635, member: 21625"] True, not really expecting the same sort of material as in books that are meant for the DMs either. I try to encourage player-participation in creating the world as well. This is actually a quite good idea for one way that would work. :) What I meant was that I'm not one of those DMs who will throw 'everything' into my game without a good reason. If a player wants to play something really unusual, it should be because they like the character concept and plan to roleplay their character accordingly, not solely for the cool abilities. There are also a few prestige classes that belong in places or organizations that are well enough known for just about any PC who qualifies to take them. For example, there's a variant of the Knight Protector in a high-visibility knighthood, and just about any elf who hasn't betrayed their people could learn to be an arcane archer. I know they are player guides, but I feel this material is really useful to players who want to roleplay their characters. I've seen too many clerics played as though the gods didn't matter. This sort of info is also great for spawning character ideas for players, and gives their PCs a place to feel at home in the setting. Of course, this sort of material is a great source of ideas for DMs as well. Sure. My campaigns lately tend to be less epic in scope though, partly because the players aren't usually playing characters motivated to 'save the world'. When the world-saving epic comes along, I suspect it will be more of a side effect of something they've done for other reasons. Possibly due to work they do for one of those factions or organizations the characters affiliate with ;) What you mentioned above though, presenting to the players the range of PrCs that exist (they don't buy any D&D supplements themselves) and finding a place for them in the world with the players who want play them is a good reason why I could find more use for the "Complete" series than I thought, thanks! Anyone else have compelling arguments to why a DM like me would be interested in books where such a large amount of material consists of new classes and feats? :D [SIZE=1]Edited for typos[/SIZE] [/QUOTE]
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