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What ever happened to "role playing?"
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<blockquote data-quote="Bendris Noulg" data-source="post: 1545653" data-attributes="member: 6398"><p>But it's not about rules <em>for</em> role-playing; it's about encouragement <em>to</em> role-play.</p><p> </p><p>I'll give you a specific example: Compare the flavor-text on your average Kit in a 2E product to the flavor-text on your average Prestige Class for a 3E product. Not the rules, here; just the fluff. Consider how the Kits describe their probable role within a campaign and compare it to how Prestige Classes barely even try (some don't try at all!). Compare how 2E describes the kind of personality that would likely be attracted to the Kit (and why) to how a Prestige Class is rarely more than a set of neat-o abilities. Sure, the DMG does <em>touch</em> on Prestige Classes being used/applied in this fashion (at least, the 3.0 one did...), but then this concept is burried beneath the <em>presentation</em> of Prestige Classes as nothing but sets of new abilities with just enough flavor to serve as an excuse for their existance.</p><p> </p><p>To me, it's the difference between "here's a piece of world-flavoring for you to consider for your game world" and "here's a short blurb for you to sell your GM on so he'll let you have these powers..."</p><p> </p><p>To which I'll add that I tend to reject Prestige Classes if the introduction to that Prestige Class doesn't grab my interest (i.e., if the flavor is lacking, I don't even pause to review the mechanics). As it is now, I use less than 10 published Prestige Classes, ignoring most others for that very reason. In comparison, I found myself considering Kits quite often; even if the mechanics weren't right for my game, they <em>usually</em> inspired me to work-up something similar but more suitable.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1545653, member: 6398"] But it's not about rules [i]for[/i] role-playing; it's about encouragement [i]to[/i] role-play. I'll give you a specific example: Compare the flavor-text on your average Kit in a 2E product to the flavor-text on your average Prestige Class for a 3E product. Not the rules, here; just the fluff. Consider how the Kits describe their probable role within a campaign and compare it to how Prestige Classes barely even try (some don't try at all!). Compare how 2E describes the kind of personality that would likely be attracted to the Kit (and why) to how a Prestige Class is rarely more than a set of neat-o abilities. Sure, the DMG does [i]touch[/i] on Prestige Classes being used/applied in this fashion (at least, the 3.0 one did...), but then this concept is burried beneath the [i]presentation[/i] of Prestige Classes as nothing but sets of new abilities with just enough flavor to serve as an excuse for their existance. To me, it's the difference between "here's a piece of world-flavoring for you to consider for your game world" and "here's a short blurb for you to sell your GM on so he'll let you have these powers..." To which I'll add that I tend to reject Prestige Classes if the introduction to that Prestige Class doesn't grab my interest (i.e., if the flavor is lacking, I don't even pause to review the mechanics). As it is now, I use less than 10 published Prestige Classes, ignoring most others for that very reason. In comparison, I found myself considering Kits quite often; even if the mechanics weren't right for my game, they [i]usually[/i] inspired me to work-up something similar but more suitable. [/QUOTE]
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