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<blockquote data-quote="MonkeyBoy" data-source="post: 480700" data-attributes="member: 1229"><p>mkletch:</p><p>"And I disagree with that. It is obvious from postings and articles by Monte Cook that the original intent was that PrC = organization. WotC destroyed this all on their own, so there is nobody to 'blame'. What we have (in official books) is a combination of organizations and 'stand-alone' characters."</p><p></p><p>I think I was less than clear in what I said.</p><p></p><p>I don't mean that PrCs should be divorced from organisations <em>in any given campaign</em>. What I meant was that the existance, name and nature of any organisation in a campaign is a decision for the DM, and as such should not be in the published / OGC PrC information.</p><p></p><p>If I want to associate a PrC with a specific organisation in my game, thats fine. But the organisation should be seperate from the mechanics of the class. (maybe an example of an organisation can be given in a box-out or something)</p><p></p><p>Similarly, racial restrictions shouldn't be attached to the class mechanics. If I want only elves to be arcane archers, thats fine - I can introduce the class' availability only through and to elves; job done.</p><p></p><p>Take an example, if a PrC is published for a given setting, and in that setting it makes sense for the class to be gnome only, and to be the royal and ancient order of the gnome musketeers (or whatever), I would simply like to see the mechanics for "Musketeer" presented, and then a note that in the "Gnomwurld" setting, this is for gnomes only, and they're royal and ancient...</p><p></p><p>If you want the PrC <em>with</em> the extra flavour, you have it. If you just fancy a musketeer PrC, its presented in the clearest to re-use gnome-free state. Everyone's happy?</p><p></p><p>By leaving these extra bits of baggage (that are best considered by the individual DM for the individual game, and are easy to add on) out of the mechanics, the class becomes essentially more "portable" to differing settings without modification.</p><p></p><p>But then, I'm a firm believer in a clear seperation of mechanics from "flavour" everywhere; it makes altering the flavour easier without having to explain changes you've made to the players.</p><p></p><p>All IMO, obviously.</p></blockquote><p></p>
[QUOTE="MonkeyBoy, post: 480700, member: 1229"] mkletch: "And I disagree with that. It is obvious from postings and articles by Monte Cook that the original intent was that PrC = organization. WotC destroyed this all on their own, so there is nobody to 'blame'. What we have (in official books) is a combination of organizations and 'stand-alone' characters." I think I was less than clear in what I said. I don't mean that PrCs should be divorced from organisations [i]in any given campaign[/i]. What I meant was that the existance, name and nature of any organisation in a campaign is a decision for the DM, and as such should not be in the published / OGC PrC information. If I want to associate a PrC with a specific organisation in my game, thats fine. But the organisation should be seperate from the mechanics of the class. (maybe an example of an organisation can be given in a box-out or something) Similarly, racial restrictions shouldn't be attached to the class mechanics. If I want only elves to be arcane archers, thats fine - I can introduce the class' availability only through and to elves; job done. Take an example, if a PrC is published for a given setting, and in that setting it makes sense for the class to be gnome only, and to be the royal and ancient order of the gnome musketeers (or whatever), I would simply like to see the mechanics for "Musketeer" presented, and then a note that in the "Gnomwurld" setting, this is for gnomes only, and they're royal and ancient... If you want the PrC [i]with[/i] the extra flavour, you have it. If you just fancy a musketeer PrC, its presented in the clearest to re-use gnome-free state. Everyone's happy? By leaving these extra bits of baggage (that are best considered by the individual DM for the individual game, and are easy to add on) out of the mechanics, the class becomes essentially more "portable" to differing settings without modification. But then, I'm a firm believer in a clear seperation of mechanics from "flavour" everywhere; it makes altering the flavour easier without having to explain changes you've made to the players. All IMO, obviously. [/QUOTE]
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