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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Kits, Paragon Paths, Prestige Classes, and Themes; Oh My!
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<blockquote data-quote="Mokona" data-source="post: 5819173" data-attributes="member: 24891"><p>In the history of Dungeons & Dragons we have seem a few ways to customize your character class. Generally this was used to express niche concepts with mechanics or to narrowly focus a broad class in specializing on one aspect of that class.</p><p></p><p>Which method was your favorite (whether you want your choice to be assumed in core rules or as an optional add-on rules module)?</p><p></p><p>Kits - Chosen during character creation; optional on a character by character basis</p><p>Paragon Paths - Everyone gets a paragon path at the same level (11th)</p><p>Prestige Classes - Entry points varied from 5th level to 15th level; optional</p><p>Themes - Chosen during character creation; optional on a game by game basis</p><p></p><p>Post whether you want one of Kits/Paragon Paths/Prestige Classes/Themes to be "assumed in core rules" or if you prefer that it be built as an "optional add-on rules module"...</p><p></p><p>What kits have you used the most? What paragon paths have you used the most? What prestige classes have you used the most? What themes have you used the most? Or just which are your favorites in each?</p><p></p><p>My understanding of Kits versus Themes:</p><p></p><p>Kits generally had a "give and take" to them (though not always correctly balanced). New or improved abilities you gained from the kit were supposed to be offset by things you lost or got worse at. One player could take a kit and play with someone who hadn't.</p><p></p><p>Themes are additive. They add benefits without trying to hinder you elsewhere. Thus, once one character has a theme it makes the most sense if all characters have themes (if PC creation equality matters).</p></blockquote><p></p>
[QUOTE="Mokona, post: 5819173, member: 24891"] In the history of Dungeons & Dragons we have seem a few ways to customize your character class. Generally this was used to express niche concepts with mechanics or to narrowly focus a broad class in specializing on one aspect of that class. Which method was your favorite (whether you want your choice to be assumed in core rules or as an optional add-on rules module)? Kits - Chosen during character creation; optional on a character by character basis Paragon Paths - Everyone gets a paragon path at the same level (11th) Prestige Classes - Entry points varied from 5th level to 15th level; optional Themes - Chosen during character creation; optional on a game by game basis Post whether you want one of Kits/Paragon Paths/Prestige Classes/Themes to be "assumed in core rules" or if you prefer that it be built as an "optional add-on rules module"... What kits have you used the most? What paragon paths have you used the most? What prestige classes have you used the most? What themes have you used the most? Or just which are your favorites in each? My understanding of Kits versus Themes: Kits generally had a "give and take" to them (though not always correctly balanced). New or improved abilities you gained from the kit were supposed to be offset by things you lost or got worse at. One player could take a kit and play with someone who hadn't. Themes are additive. They add benefits without trying to hinder you elsewhere. Thus, once one character has a theme it makes the most sense if all characters have themes (if PC creation equality matters). [/QUOTE]
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Community
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Kits, Paragon Paths, Prestige Classes, and Themes; Oh My!
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