02-20-2011, 09:53 PM
Greetings, Cothites. After seeing lots of back-and-forth about prestiges, prestige systems, etc., and realizing that we're still trying to build a reasonable generalization about what each class's abilities are, I've realized something.
As far as prestiges go, the d20 model is best. Why? Because it's been beautifully thought-out. Every prestige class is given specific skills with specific limitations. That means no conflict over whether it would be reasonable for a prestiged character to do X or Y action. Besides, the concepts of prestiges themselves came from the RPG. To avoid using the most definitive, accurate sources we have on those classes doesn't make sense.
I've also noticed something interesting: very few of those abilities are combat-oriented. And yet, they're very desirable and useful towards players. What better way to keep people from fretting over battle prowess when it's the other skills you get along with it which are the awesome part?
I'll give you an illustrated case in point by comparing the d20 version of abilities with the CotH entry on one prestige class. Assassin's good.
CotH version:
d20 Version
2nd Level — Alter Self (You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself.You acquire the physical qualities of the new form while retaining your own mind. One hour time limit at max level.), Arcane Intellect , Darkness (This spell causes an object to radiate shadowy illumination out to a 20-foot radius.), Invisibility, Pass Without Trace.
3rd Level — Bloodlust, Deeper Darkness, Magic Circle against Good, Nondetection (The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate creature and detect spells.), Suggestion.
4th level — Clairaudience/Clairvoyance (Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You do not need line of sight or line of effect, but the locale must be known — a place familiar to you, or an obvious one. Range is 400 feet), Dimension Door (You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired — whether by simply visualizing the area or by stating direction. Range varies depending on level.), Freedom of Movement, Greater Invisibility, Locate Creature.
I admit freely that this seems like a little much. However, other prestige classes have similarly powerful and interesting noncombat bonuses. Did you know that Elven Rangers can speak to animals and vegetation, and summon creatures to help them? How about Necromancers, who can summon a carrion beetle into people to eat them on command, or drain their energy to make them faint? How about Wardens, who can teleport short distances and walk on ceilings and walls? The point is, using the d20 would make things far more interesting without combat. It would also be truer to the Warcraftiverse in general: Blizzard went into more depth in the RPG than it did in WoW. You can bet that there are still NPCs who are prestige classes in WoW, and who have those same canon abilities. The difference is that they don't get explicit mentions.
It would require players to check with the people they're playing with before performing any more powerful spells... but the same rules for rp will always apply, whether you have a prestige or not. If someone's uncomfortable with you using a more controversial ability, then don't use it with them.
There's also the matter of modifications to the wiki to add details on abilities, but I know several people with access to the RPG books who would enjoy helping. As long as the information's available on our wiki for people to read.
This isn't so much a 'let's change things immediately, our system is wrong' post. It's just a suggestion, because I'd like to get other players' and GM's opinions on it. I won't feel bad if people don't like it. So, thoughts?
(Sorry if I'm ineloquent. I'm rather sleepy at the moment.)
As far as prestiges go, the d20 model is best. Why? Because it's been beautifully thought-out. Every prestige class is given specific skills with specific limitations. That means no conflict over whether it would be reasonable for a prestiged character to do X or Y action. Besides, the concepts of prestiges themselves came from the RPG. To avoid using the most definitive, accurate sources we have on those classes doesn't make sense.
I've also noticed something interesting: very few of those abilities are combat-oriented. And yet, they're very desirable and useful towards players. What better way to keep people from fretting over battle prowess when it's the other skills you get along with it which are the awesome part?
I'll give you an illustrated case in point by comparing the d20 version of abilities with the CotH entry on one prestige class. Assassin's good.
CotH version:
Spoiler:
Only the darkest and most ruthless rogues take the path of the assassin. The training is steeped in mystery and initiation available only from the invitation of a Master. It is rumored they choose their candidates from the Spymasters and Infiltrators they deem worthy. To even be approached by an assassin trainer one must have completed the third level either Spymaster or Infiltrator training. They must also demonstrate a cold, calculating, amoral approach to their work.
This is not the path of the psychopath. It is not the path of the crazy or insane. It is the path of the sociopath -- the intelligent and skilled killer.
This is not the path of the psychopath. It is not the path of the crazy or insane. It is the path of the sociopath -- the intelligent and skilled killer.
d20 Version
Spoiler:
Assassin Spell List
1st Level — Disguise Self, Detect Poison, Ghost Sound (Ghost sound allows you to create a volume of sound that rises, recedes, approaches or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.), Shadowmeld, Slowfall. 2nd Level — Alter Self (You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself.You acquire the physical qualities of the new form while retaining your own mind. One hour time limit at max level.), Arcane Intellect , Darkness (This spell causes an object to radiate shadowy illumination out to a 20-foot radius.), Invisibility, Pass Without Trace.
3rd Level — Bloodlust, Deeper Darkness, Magic Circle against Good, Nondetection (The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate creature and detect spells.), Suggestion.
4th level — Clairaudience/Clairvoyance (Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You do not need line of sight or line of effect, but the locale must be known — a place familiar to you, or an obvious one. Range is 400 feet), Dimension Door (You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired — whether by simply visualizing the area or by stating direction. Range varies depending on level.), Freedom of Movement, Greater Invisibility, Locate Creature.
I admit freely that this seems like a little much. However, other prestige classes have similarly powerful and interesting noncombat bonuses. Did you know that Elven Rangers can speak to animals and vegetation, and summon creatures to help them? How about Necromancers, who can summon a carrion beetle into people to eat them on command, or drain their energy to make them faint? How about Wardens, who can teleport short distances and walk on ceilings and walls? The point is, using the d20 would make things far more interesting without combat. It would also be truer to the Warcraftiverse in general: Blizzard went into more depth in the RPG than it did in WoW. You can bet that there are still NPCs who are prestige classes in WoW, and who have those same canon abilities. The difference is that they don't get explicit mentions.
It would require players to check with the people they're playing with before performing any more powerful spells... but the same rules for rp will always apply, whether you have a prestige or not. If someone's uncomfortable with you using a more controversial ability, then don't use it with them.
There's also the matter of modifications to the wiki to add details on abilities, but I know several people with access to the RPG books who would enjoy helping. As long as the information's available on our wiki for people to read.
This isn't so much a 'let's change things immediately, our system is wrong' post. It's just a suggestion, because I'd like to get other players' and GM's opinions on it. I won't feel bad if people don't like it. So, thoughts?
(Sorry if I'm ineloquent. I'm rather sleepy at the moment.)