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How do characters *gain* new classes? (In-game logic)
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<blockquote data-quote="wedgeski" data-source="post: 1611090" data-attributes="member: 16212"><p>Alright, dammit! <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=":)" /> The answer is: whatever. If one of my players declares an intent to pursue a PrC early enough, then we'll discuss some ideas about integrating it, then he or she'll leave it to me to work it in. (Example: Currently playing 'Key of Destiny' with my Dragonlance group, and one of my player's eyes lit up at his brief flirtation with the enigmatic Legion of Steel in the opening chapter; cue desperate search for information on the Legion, and declaration of intent to join. Now it's over to me, and in a few levels, he'll get his shot.)</p><p></p><p>That's the ideal. At the next level is the character who has ended up doing things he wasn't 'built' for, like being the guy who ended up sneaking about the place when he didn't plan to, or making eight Heal checks and saving half of the party from certain death at crucial moments. I might raise an eyebrow in his direction at times like that, and almost certainly reward him if he decides to take a level of Rogue or Cleric when he didn't plan to. I'm a big fan of that, even though it hardly ever happens in an experienced group.</p><p></p><p>Sometimes though, a player on the cusp of levelling will thumb through my list of DM-sanctioned PrC's and take a fancy to something. A little bit of background retconn'ing later, and assuming he meets the reqs, and it's in. Occasionally I may require him to wait a level so I can work at least something into the game. Ultimately I have authority over what classes are allowed, but I don't want to rain on one of my players' parade if he's getting excited about a class option.</p><p></p><p>The problem with deeply relevant backgrounds is that the player may have to roadmap his character quite heavily, which is something I prefer to avoid.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 1611090, member: 16212"] Alright, dammit! :) The answer is: whatever. If one of my players declares an intent to pursue a PrC early enough, then we'll discuss some ideas about integrating it, then he or she'll leave it to me to work it in. (Example: Currently playing 'Key of Destiny' with my Dragonlance group, and one of my player's eyes lit up at his brief flirtation with the enigmatic Legion of Steel in the opening chapter; cue desperate search for information on the Legion, and declaration of intent to join. Now it's over to me, and in a few levels, he'll get his shot.) That's the ideal. At the next level is the character who has ended up doing things he wasn't 'built' for, like being the guy who ended up sneaking about the place when he didn't plan to, or making eight Heal checks and saving half of the party from certain death at crucial moments. I might raise an eyebrow in his direction at times like that, and almost certainly reward him if he decides to take a level of Rogue or Cleric when he didn't plan to. I'm a big fan of that, even though it hardly ever happens in an experienced group. Sometimes though, a player on the cusp of levelling will thumb through my list of DM-sanctioned PrC's and take a fancy to something. A little bit of background retconn'ing later, and assuming he meets the reqs, and it's in. Occasionally I may require him to wait a level so I can work at least something into the game. Ultimately I have authority over what classes are allowed, but I don't want to rain on one of my players' parade if he's getting excited about a class option. The problem with deeply relevant backgrounds is that the player may have to roadmap his character quite heavily, which is something I prefer to avoid. [/QUOTE]
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How do characters *gain* new classes? (In-game logic)
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