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General Tabletop Discussion
*TTRPGs General
Shouldn't Prestige Classes be done differently?
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<blockquote data-quote="Mark Causey" data-source="post: 1982364" data-attributes="member: 13347"><p>To go along more with what Eric and BiggusGeekus are talking about, and maybe as an answer to the original poster, Unearthed Arcana also has a solution, IMO.</p><p></p><p>Change the name Bloodlines to Guild or Guild Training (something like this also appears in FFG's Midnight CS). Choose abilities appropriate to the bloodline guide listed in that section, and put in only the things that the guild would teach or focus on in your game.</p><p></p><p>If you join the guild, and always work with them and focus all of your time and training with them, then you can use the "Major Bloodline" to show how their training, over the levels, is bringing you toward their standard. Being less focused on that guild can be shown in the lesser bloodlines. Then, every few levels or so, you can 'give up' a level to represent the training you need to do, or however you want it represented in your game. More specifically, for each time that you've given up a level in this way is an easy way to demarcate social levels. You've given up three levels in you guild/bloodline? You could be a high-ranking member now. Want a cool feat to be awarded at certain levels of the guild? These blank levels would be the time to hand them out; you certainly don't get them at any other time. Want it to be a test based organization? Make the test equal the amount of experience points necessary to move through that level, with a long term extensive goal at the end that would need the things that you've picked up along the bloodline/guild along the way. Your character could already pass the second level test? Let him start just after the second level given up in the bloodline/guild. What you get from all this is players choosing whatever classes they want, getting some in-game benefits to training with a guild, and a nice framework/structure for some more of the social aspects of it. </p><p></p><p>*whew*</p><p></p><p>There's my two cents.</p></blockquote><p></p>
[QUOTE="Mark Causey, post: 1982364, member: 13347"] To go along more with what Eric and BiggusGeekus are talking about, and maybe as an answer to the original poster, Unearthed Arcana also has a solution, IMO. Change the name Bloodlines to Guild or Guild Training (something like this also appears in FFG's Midnight CS). Choose abilities appropriate to the bloodline guide listed in that section, and put in only the things that the guild would teach or focus on in your game. If you join the guild, and always work with them and focus all of your time and training with them, then you can use the "Major Bloodline" to show how their training, over the levels, is bringing you toward their standard. Being less focused on that guild can be shown in the lesser bloodlines. Then, every few levels or so, you can 'give up' a level to represent the training you need to do, or however you want it represented in your game. More specifically, for each time that you've given up a level in this way is an easy way to demarcate social levels. You've given up three levels in you guild/bloodline? You could be a high-ranking member now. Want a cool feat to be awarded at certain levels of the guild? These blank levels would be the time to hand them out; you certainly don't get them at any other time. Want it to be a test based organization? Make the test equal the amount of experience points necessary to move through that level, with a long term extensive goal at the end that would need the things that you've picked up along the bloodline/guild along the way. Your character could already pass the second level test? Let him start just after the second level given up in the bloodline/guild. What you get from all this is players choosing whatever classes they want, getting some in-game benefits to training with a guild, and a nice framework/structure for some more of the social aspects of it. *whew* There's my two cents. [/QUOTE]
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