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Just a thought about prestige classes.
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<blockquote data-quote="steeldragons" data-source="post: 6467766" data-attributes="member: 92511"><p>Sorry busy day yesterday.</p><p></p><p></p><p></p><p>First, again, I totally agree and would like for whatever mechanic the "Prestige" takes include the big story/in-game elements....I don't know about making it all about a specific "faction" or "organization" mostly because that is all campaign specific stuff. So, a "Harpy/Knight of Whatever/Member/Agent of <organization>" that is going to give you some NPC contacts/allies/interaction bonus and maybe some free/discounted supplies or accommodation (not to be snuffed at, in story, certainly) doesn't say "a class" to me.</p><p></p><p>My understanding (and it is plausible this is just me) of "prestige class" is that it is about, specifically, the "kewl powerz" [though I can say, with certainty, that I did not create that phrase/usage/spelling of the term]. </p><p></p><p></p><p></p><p></p><p></p><p>It smacks me across the face as WoW [and I can only presume other MMOs] kind of mechanic. Though I have never played it, was there not something within World of Warcraft in which players align themselves with factions? I was sure I heard multiple reference over the years about "being a member of the such-and-such Alliance" and/or some other groups.</p><p></p><p>So, if Planescape did it first (which I also have no experience with and have never read a single bit of material) then that is mistaken. I did not realize the Planescape factions I've heard of was stuff for the players to actually be members of, granting them abilities. I just thought they were groups within the city that PCs could interact with/work for. But this organized play "pick a faction" thing definitely reeks, to me, of video gamey-ness. [Yes, I am well aware that isn't a "bad thing" to some people and others are great proponents of the alleged "evolution of game design." I am not one of those people and making a federal case out of it will not change that. So let's save us all a lot of aggravation and thread pages, ok? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" />]</p><p></p><p>But again, no matter where it came from, "factions" does not strike me as the best way to implement/duplicate what were "prestige classes." Specifically because they are campaign/setting specific. As I proposed, as a Feat (or some other way that does incorporate "generic/blank slate organizations") it could be taken by anyone (meeting the prereq's) with the story/in game elements of it being created whole hog by the DM [and/or player] themselves instead of being saddled with a bunch of pre-existing flavor and fluff that may not apply to a given table.</p><p></p><p>And, creating them as multi-step feats does what feats already do, which is give you some kewl powerz. SO from a "simplicity" angle, it means not having to create another suite of mechanics/optional subsystem. The optional subsystem is "Prestige [classes]Feats" which, if you are already using feats, works just fine. If you are not using feats, there is no reason you can't use these separate/ without normal feats...and none of it is setting specific. They can incorporate some kind of interaction bonus, shared skills, etc...</p><p></p><p>And hey, at the end of the day, it really doesn't matter to me how they're done. I am/was just trying to come up with an idea that seemed easy to give you class abilities (without creating an whole 'nother suite of classes) and simple to incorporate. If/when they come out, I will review the material/how it's done and decide if I want to add it into games/allow them as player options or not. They could very well do exactly as I'm proposing but then make the <prestige class equivalent> far too overpowered. Won't know til we see it.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6467766, member: 92511"] Sorry busy day yesterday. First, again, I totally agree and would like for whatever mechanic the "Prestige" takes include the big story/in-game elements....I don't know about making it all about a specific "faction" or "organization" mostly because that is all campaign specific stuff. So, a "Harpy/Knight of Whatever/Member/Agent of <organization>" that is going to give you some NPC contacts/allies/interaction bonus and maybe some free/discounted supplies or accommodation (not to be snuffed at, in story, certainly) doesn't say "a class" to me. My understanding (and it is plausible this is just me) of "prestige class" is that it is about, specifically, the "kewl powerz" [though I can say, with certainty, that I did not create that phrase/usage/spelling of the term]. It smacks me across the face as WoW [and I can only presume other MMOs] kind of mechanic. Though I have never played it, was there not something within World of Warcraft in which players align themselves with factions? I was sure I heard multiple reference over the years about "being a member of the such-and-such Alliance" and/or some other groups. So, if Planescape did it first (which I also have no experience with and have never read a single bit of material) then that is mistaken. I did not realize the Planescape factions I've heard of was stuff for the players to actually be members of, granting them abilities. I just thought they were groups within the city that PCs could interact with/work for. But this organized play "pick a faction" thing definitely reeks, to me, of video gamey-ness. [Yes, I am well aware that isn't a "bad thing" to some people and others are great proponents of the alleged "evolution of game design." I am not one of those people and making a federal case out of it will not change that. So let's save us all a lot of aggravation and thread pages, ok? :cool:] But again, no matter where it came from, "factions" does not strike me as the best way to implement/duplicate what were "prestige classes." Specifically because they are campaign/setting specific. As I proposed, as a Feat (or some other way that does incorporate "generic/blank slate organizations") it could be taken by anyone (meeting the prereq's) with the story/in game elements of it being created whole hog by the DM [and/or player] themselves instead of being saddled with a bunch of pre-existing flavor and fluff that may not apply to a given table. And, creating them as multi-step feats does what feats already do, which is give you some kewl powerz. SO from a "simplicity" angle, it means not having to create another suite of mechanics/optional subsystem. The optional subsystem is "Prestige [classes]Feats" which, if you are already using feats, works just fine. If you are not using feats, there is no reason you can't use these separate/ without normal feats...and none of it is setting specific. They can incorporate some kind of interaction bonus, shared skills, etc... And hey, at the end of the day, it really doesn't matter to me how they're done. I am/was just trying to come up with an idea that seemed easy to give you class abilities (without creating an whole 'nother suite of classes) and simple to incorporate. If/when they come out, I will review the material/how it's done and decide if I want to add it into games/allow them as player options or not. They could very well do exactly as I'm proposing but then make the <prestige class equivalent> far too overpowered. Won't know til we see it. [/QUOTE]
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