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What makes a good splatbook?
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<blockquote data-quote="InVinoVeritas" data-source="post: 3986098" data-attributes="member: 41485"><p>Here's some theories, based on TerraDave's comments:</p><p></p><p>* Classes grow and develop throughout a character's career, but races do not. Because of this, there are fewer "fiddly bits" with races than classes. You can't achieve the level of mechanical depth with a race that you could with a class. Also, classes allow for more RP fiddling because various groups, factions, etc. can be added or removed from a single person's campaign without changing the assumptions of the class. It's harder (but not impossible) to do the same thing with races. You could put a section in a book about how to make a thieves' guild for your campaign, but I haven't seen, say, how to make an elven tribe or nation for your campaign. </p><p></p><p>* Part of the problem with divine casters is the way that the spell lists are generated. Introduce a new divine spell, and poof, all divine casters are immediately more powerful. Introduce a new arcane spell, and poof, all arcane casters are immediately at the same power level as before. If divine casters are limited by spells known, just like arcane casters, this problem goes away.</p><p></p><p>The Complete Priest's Handbook helped explain one of the best parts of 2e: Priests of different faiths. Lots of neato ways to customize the character in thematic ways! But there were no guidelines to make a good balanced class this way. So the DM was stuck trying to tweak and balance and check and redo and everything with very little support.</p><p></p><p>I suspect that part of the problem is that divine spellcasters are very powerful (arguably the most powerful, but that's for other threads) but also rather unsexy. As a result, you want to make them cool, but if you actually make them cool, nobody likes them anymore. Also, tweaking clerics involves tweaking deities, and deities are like races in that you can't just introduce them willy-nilly into a campaign world. A faction can rise or fall overnight, but a race or a deity has to, in some way, always have been there. By the time th splatbook comes out, it's too late.</p><p></p><p>How would you feel about a splatbook that discussed how to make a culture or a religion for a campaign world? How to balance the powers right?</p></blockquote><p></p>
[QUOTE="InVinoVeritas, post: 3986098, member: 41485"] Here's some theories, based on TerraDave's comments: * Classes grow and develop throughout a character's career, but races do not. Because of this, there are fewer "fiddly bits" with races than classes. You can't achieve the level of mechanical depth with a race that you could with a class. Also, classes allow for more RP fiddling because various groups, factions, etc. can be added or removed from a single person's campaign without changing the assumptions of the class. It's harder (but not impossible) to do the same thing with races. You could put a section in a book about how to make a thieves' guild for your campaign, but I haven't seen, say, how to make an elven tribe or nation for your campaign. * Part of the problem with divine casters is the way that the spell lists are generated. Introduce a new divine spell, and poof, all divine casters are immediately more powerful. Introduce a new arcane spell, and poof, all arcane casters are immediately at the same power level as before. If divine casters are limited by spells known, just like arcane casters, this problem goes away. The Complete Priest's Handbook helped explain one of the best parts of 2e: Priests of different faiths. Lots of neato ways to customize the character in thematic ways! But there were no guidelines to make a good balanced class this way. So the DM was stuck trying to tweak and balance and check and redo and everything with very little support. I suspect that part of the problem is that divine spellcasters are very powerful (arguably the most powerful, but that's for other threads) but also rather unsexy. As a result, you want to make them cool, but if you actually make them cool, nobody likes them anymore. Also, tweaking clerics involves tweaking deities, and deities are like races in that you can't just introduce them willy-nilly into a campaign world. A faction can rise or fall overnight, but a race or a deity has to, in some way, always have been there. By the time th splatbook comes out, it's too late. How would you feel about a splatbook that discussed how to make a culture or a religion for a campaign world? How to balance the powers right? [/QUOTE]
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