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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Kits vs. Prestige Classes vs. Racial Variants
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<blockquote data-quote="kitsune9" data-source="post: 5811049" data-attributes="member: 18507"><p>Class kits? I liked them for 2e when they started to mechanics introduced in them. Thought they were pretty cool.</p><p></p><p>Prestige classes? I like them but my gaming group doesn't seem to go for them. I only had two characters in my entire 3.x days where I got a prc though.</p><p></p><p>Racial variants? I'm True Neutral on this.</p><p></p><p>None of the above? Well, I think if they were left out of the "core" rules, but kept as part of the "modules" that will go a long way.</p><p></p><p>Something completely different? I posted this as a set of modules to be included:</p><p></p><p>1. Definitely would like to see a module on bringing along men-at-arms, mercenaries, followers, and hirelings to adventure with you. I like the term adventure company to mean something other than four players playing four PC's. In my current Pathfinder campaign, the group has about 10 characters (five players with five PC's), two mercenaries, an NPC cleric who is party of the group, and two NPC clerics who has joined the group for the short term. In the next session this Saturday, they were will be a big battle in which they run into a group of six characters to aid so that will bring the party to 16. Of course, there will then be a double-cross, so everyone is going to go at it, so it will be 11 against 5 shortly afterwards.</p><p></p><p>2. A module for running your own fiefdom, economy, or stronghold. My favorite of the BECMI sets was the Companion set bar none. I loved the idea of being high level and starting to run a little fiefdom, collect taxes and generate income. In between all that, go adventure.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5811049, member: 18507"] Class kits? I liked them for 2e when they started to mechanics introduced in them. Thought they were pretty cool. Prestige classes? I like them but my gaming group doesn't seem to go for them. I only had two characters in my entire 3.x days where I got a prc though. Racial variants? I'm True Neutral on this. None of the above? Well, I think if they were left out of the "core" rules, but kept as part of the "modules" that will go a long way. Something completely different? I posted this as a set of modules to be included: 1. Definitely would like to see a module on bringing along men-at-arms, mercenaries, followers, and hirelings to adventure with you. I like the term adventure company to mean something other than four players playing four PC's. In my current Pathfinder campaign, the group has about 10 characters (five players with five PC's), two mercenaries, an NPC cleric who is party of the group, and two NPC clerics who has joined the group for the short term. In the next session this Saturday, they were will be a big battle in which they run into a group of six characters to aid so that will bring the party to 16. Of course, there will then be a double-cross, so everyone is going to go at it, so it will be 11 against 5 shortly afterwards. 2. A module for running your own fiefdom, economy, or stronghold. My favorite of the BECMI sets was the Companion set bar none. I loved the idea of being high level and starting to run a little fiefdom, collect taxes and generate income. In between all that, go adventure. [/QUOTE]
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Kits vs. Prestige Classes vs. Racial Variants
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