Remember Kits?

I remember kits. They were a hit and miss. Some gave silly abilitys. (Sea rangers in complete ranger handbook, could call a group of fish to do his bidding at 9th level.)

Some where broken (many of the ones in the complete elf)

But there were a few ones that were inspired and really made your character unqiue.

Most of this can be done in 3.0 and 3.5 with custom feats for the less powerful kits, and custom prestige class's for the more powerful ones. I can not say for sure whether this is better or not. In second edition kits were permenant no turning back. If you follow the approch I suggest for 3rd edition you have many chances to turn back or not have it effect you character. It is a matter of individal desisicion which you like better.
 

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One of the main weaknesses with kits is that they were designed to be used by a character from day one. The main reason for the shift to prestige classes is that you could focus a character after creation and it does not require you to make a new character.

OTOH, this is the weakness of prestige classes. You can't use them at the beginning, so if feat and skills selections aren't sufficient to define your characters (and given the inherently limited nature of class skill selections, this could well be the case.)


Another weakness of kits as they existed were that they were supposedly designed around a zero-sum principle, but they very often were not zero-sum. Characters with kits often were unbalanced with one another or (especially) characters without kits. The later in the 2e book series, the worse this problem was. Mongooses character concepts while not implicitly as bad (because they are always an advantage and disadvantage, while most kits had both plus bonus or cheaper proficiencies), many are as bad because of unbalanced requirements or by having non-disadvantages like penalizing skills you would never use.

The first take I have seen on a kit-like structure that I considered acceptable was starting occupations in d20 modern. They share the "your choice is permanent" drawback of kits though.

A still better version of this I am adapting in my own game is backgrounds from the Second World Sourcebook. These are fundamentally similar to occupations, but you get three bonus skills (which if you already have a class skill, becomes a +1) appropriate to the character's occupation of background, and you can trade two bonus class skills for a feat. There is an option to charge a feat for them, so you can pick them up later. Regional or racial requirements can make these slightly more efficient version of feats since you get an extra bonus skill, but in reality the inbalance is tolerable, but large enough to emphasize the nature of the character's background. I think this is the best solution going for refining character backgrounds and concepts where class, feat, and skill choice is insufficient.
 

Impeesa said:
Indeed. I've pointed out before, here and elsewhere.. nobody said templates had to be racial. Come up with some interesting LA +0 or +1 templates for your specialty priesthoods, to be taken around 1st level - hell, they can even be prereqs for the appropriate PrC if you want to go that far. :)
Yep, templates can be used for many things.

I'm currently developing one that is intended to represent a psionic mutation that is the result of noble decadence (read: political inbreeding), creating a rather young girl that is capable of dominating most of the folks around her (from servants to family members, so long as they are related in some way, and yes, some of the servants are related). Who'd ever suspect that the ruler of a noble house (complete with a Lord, Lady, and standing army) is actually the 15 year old spoiled brat that doesn't seem to care about politics or business but rather spends her time getting nookie?

As far as Kits go, 3E offers lots of alternates. Kits, after all, were intended to end the constant appearance of new "base" classes that plagued 1E. With 3E/d20, however, one can see that adding new base classes is rather easy (i.e., it's no longer the taboo that 2E made it out to be, while the customization allowed via multiclassing, Feats and Skills should keep it from becoming frivolous like it was with 1E). Another alternative is Mongoose's Character Concept idea (whether you like theirs and use them or just like the idea and make your own that are more world-specific), as is Midnight's Heroic Paths.

Kits served the function they were intended to: add customization and flavor to a system intended to have a finite number of base classes to build those options ontop of. And if the GM handled them in a proper manner (i.e., determined which ones best fit the campaign/group, even designing them specifically for such, as opposed to just dropping them in all splat-like regardless of their source), they worked. If the GM allowed whomever to take whatever, then, much like unscreened Prestige Classes, Feats, and Templates now, they easily made a mess out of things.
 

For the different spellcaster class for each god.

2e did have separate specialty classes for each god in supplements such as complete priest and demihuman deities, but these were still fully done out individual classes. The easy part was using similar spell lists through the spheres.

In 3e you can do the same thing with different divine casting core classes.

1 cleric
2 druid
3 shugenja from OA (divine sorcerers)
4 cleric from Everquest PH (different magic system)
5 shaman from everquest PH (everquest magic system)
6 One of the witch books has divine witch's but I'm not sure which one (Witch's Handbook, Quintessential witch, path of the witch, DMG's sample witch).
7 Adept from DMG for weaker gods
8 Shamen from various books (shaman's handbook, encyclopedia divine shaman, etc.)
9 Use wheel of time magic (2 classes) to represent a different god's form of magic
10 I believe the mystic from DL is a divine sorcerer type as well.
10
 

Dark Jezter said:
Feats, skills, and the 3e multiclassing rules have all but eliminated the need for class kits.
That would be even more true if every class followed the model of the Fighter, with all class abilities as bonus feats available from a list. It would be great to be able to make a Dwarf Siege Engineer without Sneak Attack, or a Paladin without Detect Evil, etc.

What the game seems to really need though is a mechanic for listing character concepts. The Fighter obviously doesn't need a long list of Prestige Classes -- in almost all cases, the right Feat selection will do -- but people want some kind of "crunch" to wrap around the Cavalier archetype, or the Archer, etc.
 

mmadsen said:
That would be even more true if every class followed the model of the Fighter, with all class abilities as bonus feats available from a list. It would be great to be able to make a Dwarf Siege Engineer without Sneak Attack, or a Paladin without Detect Evil, etc.

Ah, and I recall the days here (or rather, Eric's boards) when I was shouted down because the one thing I missed about older editions was Skills & Powers abilities to customize class abilities...
 


Psion said:
Ah, and I recall the days here (or rather, Eric's boards) when I was shouted down because the one thing I missed about older editions was Skills & Powers abilities to customize class abilities...

Amen to that! PO: Skills and Powers was one of the most flawed and unbalanced products TSR produced, but at the same time, it made D&D fun again and stoked the imagination.

Edit: As for kits, well they got renamed. They're called "Prestige Classes" now.
 
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Well, I did hope that there would be an outpouring of responses. I'm glad that there have been. One thing I have noticed is that some folks have drifted off from my original intent in inquiring about Kit-like structures in D20 games.

Whether a player can accomplish the theme he, or she, wants is not what I am asking about. I'm looking at Kits from a DM/world builder perspective. And, I repeat, I'm especially referring to how Kits were done with the settings of Red Steel and Al-Qadim. For those who have not seen a campaign that is closed to a finite amount of Kits, and where Kits are required, you are probably missing what I am touching upon.

For those with some curiousity to what I'm talking about when I keep saying "Kits done right", you can download a formatted .pdf of the free online release of the Red Steel campaign setting. The .pdf file of the character creation rules can be found HERE. The rest of the setting can also be found, formatted, at www.dnd.starflung.com/svgecst.html.

In the Red Steel setting, Kits were not permanent. A character could change from one or another, although there could have been penalties for abandoning a Kit.

I don't care about winning any converts to liking Kits generally. As I already said, there were so many Kits that were just aweful. I'm just saying that there were times, from the DM/world builder perspective, when Kits implemented just right, were perfect vehicles to convey the setting's flavor.

For those who said that the D20 system's implementation of Feats, Skills, and PrC's make Kits obsolete... well, I'm confused because you must have missed when I said that there are times when D20's Feats, Skills and PrCs are not suitable, despite all the things that a player can accomplish with them. The D20 rules require a character to gain a level to make use of any of these things. To me, as a DM who wants an easy method of conveying the flavor of the campaign genre, this is quite clunky compared to an example of Kits-done-right (to which I refer people to the examples of the Red Steel and Al-Qadim settings).

To get the D20 system's various rules features properly coordinated to convey a DM's world's flavor takes an amount of rules mastery that I find a tremendous barrier to overcome. I'm a not a rules junky, but I am a "flavor" junky.

Lastly, I'm looking at this issue from the DM perspective, not the player perspective. To me, whatever benefits a player can do with AD&D Kits vs. D20 rules is irrelevant.

Thanks to everyone who recommended looking at the Quint books by Mongoose, I'll give them a look. Bizarrely, my mind gets stuck in a genre-lock often, and I forgot about D20 Modern's occupations... another good recommendation to mine ideas from...

Anyway, I'm quite glad that my point wasn't entirely lost upon folks. Before I posted I was wondering if I was imagining it all. And I'm heartened to see there are some out there who also see the same "gap" I did.


Regards,
Eric Anondson
 

Eric Anondson said:
Whether a player can accomplish the theme he, or she, wants is not what I am asking about. I'm looking at Kits from a DM/world builder perspective.
Okay, check this out... And this is coming from a GM...

What a player can accomplish in theme with Multiclassing and Feats and Prestige Classes a Game Master is doubly able to accomplish.

Especially with Prestige Classes.

And, I repeat, I'm especially referring to how Kits were done with the settings of Red Steel and Al-Qadim. For those who have not seen a campaign that is closed to a finite amount of Kits, and where Kits are required, you are probably missing what I am touching upon.
Oh, I agree. At least about Al'Qadim; Red Steel never interested me so I never bought/read the material. However, I still don't see why you would want to..?

The problem with Kits (even as you describe them in Red Steel) is that they have two draw backs: You are either locked on a path or penalized for drifting from that path.

Consider these two examples:

A character is raised as a Squire under a Knight of Silver Hill, learning exactly what the Knight instructs him in until he, at last, becomes a Knight of the Silver Hill itself.

This is a 2E character with a specified Kit that offers by-level abilities, with the character gaining the benefits of full knight-hood at 9th Level or so (1E/2E's "name level").

A character is raised as a Squire under a Knight of Silver Hill, learning exactly what the Knight instructs him in until he, at last, becomes a Knight of the Silver Hill itself.

This is a 3E character that has taken specific Feats and applied ranks into certain skills in order to qualify for the Knight of Silver Hill Prestige Class at 9th Level or so (yes, it's a little higher level than the typical Prestige Class, but it's how I like 'em, so deal with it folks).

As you can see, from a story-based stand point (i.e., both Player and GM), there is no real difference even though the mechanics/build involved is radically different. Another difference is that the character has a choice to deviate (ex: learn 1-3 levels of magic use and qualify as a Knight at 12th Level instead); 2E's Kits were limiting in that regard.

Instead of wishing you had Kits, consider some groups or cultures to have something along the lines of a "set of standards"; The Knights of Silver Hill are expected to be good at mounted combat (all the Feats), including the treatment and care of their horses (Heal: Veteranarian and Handle Animal). With Kits, this would be a bonus provided by the Kit because the ability to gain these abilities (at least until Skills & Powers) was severely limited. In 3E, the ability to gain them is present and capable of doing the job (Skill Points, Feat Slots). Upon becoming a fully ranked Knight (9th Level or so in 2E, upon gaining the Prestige Class in 3E), the character is able to make his mount stronger, faster, smarter and an over-all better mount.

See, I do understand what you're saying. I just don't think you realize that what you want *is* there already. You can simply select the Skills, Feats, and perhaps even Multiclassing choices ahead of time and declare it the "standard" for the organization, city, culture, whatever... Now the Kit is there, but instead of being a rigid thing that the character puts on and (possibly) changes from time to time, its a series of choices that a character may or may not make.

For those who said that the D20 system's implementation of Feats, Skills, and PrC's make Kits obsolete... well, I'm confused because you must have missed when I said that there are times when D20's Feats, Skills and PrCs are not suitable, despite all the things that a player can accomplish with them. The D20 rules require a character to gain a level to make use of any of these things. To me, as a DM who wants an easy method of conveying the flavor of the campaign genre, this is quite clunky compared to an example of Kits-done-right (to which I refer people to the examples of the Red Steel and Al-Qadim settings).
If you're saying that you want PCs to trade-and-swap abilities, effectively becoming different characters from time to time instead of evolving over time, than I'd have to agree with you: d20 isn't that kind of system.

And please don't take offense, but I'm thankful for it.

Aside from things that are intentionally story-hooked (Paladin's Code of Conduct, for instance), the idea that a character forgets what he could do is far more klunkier than a level-gain system where the PC gains abilities on top or alongside of the abilities he already has (I dare say, the standard system is fairly "realistic" in that regard even if the over-all mechanics takes it to uber-powerful extremes). I even changed the way Level Drain/Loss works to avoid such occurances.

But to get back on topic: My own setting contains a region that was (originally) based on Dark Sun, while I have another region that was based on Al'Qadim, and another that was based on Kara-Tur. I've had absolutely no problems bringing the elements of these settings that I wanted to retain into my d20 game, and I've never found myself missing Kits at all.

To get the D20 system's various rules features properly coordinated to convey a DM's world's flavor takes an amount of rules mastery that I find a tremendous barrier to overcome. I'm a not a rules junky, but I am a "flavor" junky.
Well, you've just read a post by written from a GM's perspective written by a fellow flavor junkie. Hope I have helped at all.
 

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