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<blockquote data-quote="Bendris Noulg" data-source="post: 1342794" data-attributes="member: 6398"><p>Yep, templates can be used for many things.</p><p> </p><p>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 <em>are</em> 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?</p><p> </p><p>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.</p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1342794, member: 6398"] 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 [i]are[/i] 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. [/QUOTE]
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