Stormonu
NeoGrognard
All through 3E, I had all kinds of issues with PrCs. They were fun to read through, but balancing them and watching players build their characters expecting them to become this-or-that PrC annoyed me (I much prefer organic character generation than planned builds).
What if, for next, PrCs were designed like and given out like treasure? Design them as frills or bumps to a character rather than design them into the math, and allow the DM to dole them out for certain activities or quests? Perhaps have them doled out into five "pieces", (Initiate, Apprentice, Journeyman, Master, Grand Master), with the character being given the initial rank and the PC having some control of his advancement by setting goals (not necessarily levels) to reach the next level of the PrC?
PrCs then become less tied to level and more to in-game activity. Players could hint/state they want to work towards a given PrC, and it doesn't detract from their normal level advancement.
Example (Note, I'm horrible at mechanics, this is just an idea):
Griffonguard of the High City
"So, you want to be a Griffonguard, eh? Well, the first thing ya gotta do is get you a griffon..."
Initiate: Character must find or raise and train a griffon. The character must also swear an oath to the Griffonguard.
Benefit: You gain a monthly salary of X gp. Furthermore, when fighting from the back of a griffon, you gain a +1 bonus to AC and weapon damage.
Apprentice: Character must complete at least one mission in the name of the Griffonguard and face an opponent while mounted on his griffon.
Benefit: While mounted, you can expend a Combat Expertise die to cause an attack against your mount to miss.
Journeyman: Character must fight in at least 5 combats from griffonback. One of those fights must be against an opponent of higher level than yourself.
Benefit: Your monthly salary is increased to X gp. You may call for assistance from up to two additional Griffonguard of Initiate level to assist you in a quest or activity.
Master: You must fight a solo combat from griffonback against an opponent higher level than yourself. Other Griffonguard cannot help you in this fight to qualify for this ability.
Benefit: Your monthly salary is increased to X gp. You gain a 1d6 combat expertise dice that you may spend on manuevers for yourself or your griffon. You may call for assistance as per Journeyman, but those that help may be of Apprentice level or lower.
Grand Master: You must fight a solo combat from griffonback against three opponents of higher level than yourself. Other griffonguard cannot help you in this combat.
Benefit: You and your griffon mount share a HP pool as long as you are mounted on your griffon. As long you retain at least 1 HP in this pool, both of you remain active and conscious. You may choose to end the use of this ability at each time, at which you must split any remaining HP between you and your griffon, though neither may retain HP above their normal HP score.
What if, for next, PrCs were designed like and given out like treasure? Design them as frills or bumps to a character rather than design them into the math, and allow the DM to dole them out for certain activities or quests? Perhaps have them doled out into five "pieces", (Initiate, Apprentice, Journeyman, Master, Grand Master), with the character being given the initial rank and the PC having some control of his advancement by setting goals (not necessarily levels) to reach the next level of the PrC?
PrCs then become less tied to level and more to in-game activity. Players could hint/state they want to work towards a given PrC, and it doesn't detract from their normal level advancement.
Example (Note, I'm horrible at mechanics, this is just an idea):
Griffonguard of the High City
"So, you want to be a Griffonguard, eh? Well, the first thing ya gotta do is get you a griffon..."
Initiate: Character must find or raise and train a griffon. The character must also swear an oath to the Griffonguard.
Benefit: You gain a monthly salary of X gp. Furthermore, when fighting from the back of a griffon, you gain a +1 bonus to AC and weapon damage.
Apprentice: Character must complete at least one mission in the name of the Griffonguard and face an opponent while mounted on his griffon.
Benefit: While mounted, you can expend a Combat Expertise die to cause an attack against your mount to miss.
Journeyman: Character must fight in at least 5 combats from griffonback. One of those fights must be against an opponent of higher level than yourself.
Benefit: Your monthly salary is increased to X gp. You may call for assistance from up to two additional Griffonguard of Initiate level to assist you in a quest or activity.
Master: You must fight a solo combat from griffonback against an opponent higher level than yourself. Other Griffonguard cannot help you in this fight to qualify for this ability.
Benefit: Your monthly salary is increased to X gp. You gain a 1d6 combat expertise dice that you may spend on manuevers for yourself or your griffon. You may call for assistance as per Journeyman, but those that help may be of Apprentice level or lower.
Grand Master: You must fight a solo combat from griffonback against three opponents of higher level than yourself. Other griffonguard cannot help you in this combat.
Benefit: You and your griffon mount share a HP pool as long as you are mounted on your griffon. As long you retain at least 1 HP in this pool, both of you remain active and conscious. You may choose to end the use of this ability at each time, at which you must split any remaining HP between you and your griffon, though neither may retain HP above their normal HP score.
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