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What will 5E D&D be remembered for?
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<blockquote data-quote="RotGrub" data-source="post: 6854769" data-attributes="member: 6777078"><p>No, I'm not under that impression. </p><p></p><p>Let me try to explain the distinction. PrCs changed up your powers and/or gave you more. It was largely a mechanical alteration. In comparison, a Kit slaps you with role playing concept. If a bunch of hindrances were needed you got them and sometimes you got very little in return. In 2e a player was encouraged to select a Kit for role playing reasons, not mechanical reasons. You selected it to role play the concept not for the powers it gave you. </p><p></p><p>In addition, some kits supported particular campaign styles and/or technology levels, making them incomparable with each other. Hindrances enforced the role playing concept, which is something PrCs don't do. For example, take the Savage. You start with 0 gp and must select items from the New Savage Equipment list (made of stone and they might break). You get a -3 to atk, dmg, and prof checks when in any sort of armor for being uncomfortable. You also get a -1 if you're not in your tribal dress. Now, I'm sure some power gamer could find a way to justify using full plate armor, but if he did that he wouldn't gain much respect at a 2e table. It would be obvious that he cared very little about role playing the concept and was using it for min/maxing reasons. On the other hand, a player embracing the concept wouldn't suffer any such penalties. </p><p></p><p>Lastly, it was up to the DM to explicitly allow a particular kit in his campaign. The DM was even encouraged to change the kit to suit his campaign. For example, if Amazon's are different than the Kit presented in the Complete Fighter's (not based on Amazons of Greek myth ) then he was encouraged to make changes.</p></blockquote><p></p>
[QUOTE="RotGrub, post: 6854769, member: 6777078"] No, I'm not under that impression. Let me try to explain the distinction. PrCs changed up your powers and/or gave you more. It was largely a mechanical alteration. In comparison, a Kit slaps you with role playing concept. If a bunch of hindrances were needed you got them and sometimes you got very little in return. In 2e a player was encouraged to select a Kit for role playing reasons, not mechanical reasons. You selected it to role play the concept not for the powers it gave you. In addition, some kits supported particular campaign styles and/or technology levels, making them incomparable with each other. Hindrances enforced the role playing concept, which is something PrCs don't do. For example, take the Savage. You start with 0 gp and must select items from the New Savage Equipment list (made of stone and they might break). You get a -3 to atk, dmg, and prof checks when in any sort of armor for being uncomfortable. You also get a -1 if you're not in your tribal dress. Now, I'm sure some power gamer could find a way to justify using full plate armor, but if he did that he wouldn't gain much respect at a 2e table. It would be obvious that he cared very little about role playing the concept and was using it for min/maxing reasons. On the other hand, a player embracing the concept wouldn't suffer any such penalties. Lastly, it was up to the DM to explicitly allow a particular kit in his campaign. The DM was even encouraged to change the kit to suit his campaign. For example, if Amazon's are different than the Kit presented in the Complete Fighter's (not based on Amazons of Greek myth ) then he was encouraged to make changes. [/QUOTE]
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