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General Tabletop Discussion
*TTRPGs General
Test-Based Prerequisites for Prestige Classes
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<blockquote data-quote="Li Shenron" data-source="post: 3228627" data-attributes="member: 1465"><p>Not particularly imaginative, but since the Tempest's feats emphasise movement in combat and having lots of attacks per round, the test could be a fight against lots of little creatures (e.g. summoned critters, dire rats...) but with a harsh time limit: to drop many small opponents quickly you need as many attacks per round as you can but also to move quickly from one to another.</p><p></p><p>Sacred Fist is more complicated. The feats are againt combat-oriented, but it could be boring to always require a fight... The divine spellcasting should be simple: just require that the applicant performs some magical healing (afaik, every divine spellcaster knows Cure Light Wounds as a 1st level spell).</p><p></p><p>Do not require to roll a Knowledge check. I think this is a bad idea because it means one single unlucky roll can potentially spoil the whole test. And a successful roll is not fun anyway. If you decide to put the Knowledge into the test (you actually don't have to, if the ranks required are low and if you're already "testing" other requisites), I think the best is:</p><p></p><p>- ask <em>the player</em> a few questions about the topic (try to choose for instance questions that you think would have DC = 10 + rank required approximately)</p><p>- if the player doesn't know the answer, let him roll a Knowledge check for a hint (the higher the result, the bigger the hint)</p><p>- ask a certain number of questions (more than 1 anyway) and set a pass rate, so that one failure or two are not necessarily negating the rest of the test</p><p></p><p>This way it's more in hands of the player (unlike just rolling) and it's more fun, but still rewards a player who has invested skill points. I would actually tell the player beforehand how the test goes, so that he might pick up the setting book and give it a read, in order to be better prepared.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3228627, member: 1465"] Not particularly imaginative, but since the Tempest's feats emphasise movement in combat and having lots of attacks per round, the test could be a fight against lots of little creatures (e.g. summoned critters, dire rats...) but with a harsh time limit: to drop many small opponents quickly you need as many attacks per round as you can but also to move quickly from one to another. Sacred Fist is more complicated. The feats are againt combat-oriented, but it could be boring to always require a fight... The divine spellcasting should be simple: just require that the applicant performs some magical healing (afaik, every divine spellcaster knows Cure Light Wounds as a 1st level spell). Do not require to roll a Knowledge check. I think this is a bad idea because it means one single unlucky roll can potentially spoil the whole test. And a successful roll is not fun anyway. If you decide to put the Knowledge into the test (you actually don't have to, if the ranks required are low and if you're already "testing" other requisites), I think the best is: - ask [I]the player[/I] a few questions about the topic (try to choose for instance questions that you think would have DC = 10 + rank required approximately) - if the player doesn't know the answer, let him roll a Knowledge check for a hint (the higher the result, the bigger the hint) - ask a certain number of questions (more than 1 anyway) and set a pass rate, so that one failure or two are not necessarily negating the rest of the test This way it's more in hands of the player (unlike just rolling) and it's more fun, but still rewards a player who has invested skill points. I would actually tell the player beforehand how the test goes, so that he might pick up the setting book and give it a read, in order to be better prepared. [/QUOTE]
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