2nd edition Questions

Though I LOVE Atlantean Edition, it was lacking in Prestige classes.

Will the 2nd edition have more prestige classes...

Will it combine all of the rules from various all ready published books, like S&P?

If you could PLEASE tell us one or two ways the rules have changed, it would be greatly appreciated..

Thanks
 
I am prettty sure the spells will be combined, at least those from Scrolls of Skelos. As far as feats and what nots, they may well leave that to PDF Conversions.
 
Conan RPG is not really about PrC like mainstream 3.x D&D is. It's much more about cleverly engineering the most effective multiclasses.
 
I really hope 2nd ed will cut down on both prestige classes and different kinds of feats. A neat and held together core system, and not so much in the way of unwieldly expansions would be my recipy.
 
Etepete said:
I really hope 2nd ed will cut down on both prestige classes and different kinds of feats. A neat and held together core system, and not so much in the way of unwieldly expansions would be my recipy.
I agree 100%.
 
Perhaps my experience has been different but I find a huge number of character class options to be a waste. Typically most gaming groups only have a limited number of campaigns in them and for the most part a given player will only have the opportunity to play a few different characters. Heck, if things go well they may only play one or two total!

Ive found its interesting to browse through dozens of character options but in reality, do your really get to see even a small percentage of them in a game? A good set of core classes and perhaps a couple options that fill in the spots in between are more than enough.
 
I liked the core classes in the rulebook but then I saw quite a lot of more classes and variants in sourcebooks and I began to feel a bit uncomfortable. I would like to see a few classes that are adaptable enough so I don't have to fear the profileration (sp?) of classes.

On the other hand I didn't like the fact how in another d20 game administrative work characters were rogues. I had a really hard time thinking how a pencil pusher would get surprise strike (sorry, forgot the name of the feat) :)

Granted the scope is more limited but Starship Troopers seems to have a decent balance how many classes there are (granted there are some more classes in sourcebooks but still).
 
I like the fact that there are a few prestige classes. If you want DnD go play DnD.... But if you have a Idea for your Pc, build him accordingly. Most players I know, like the concepts of the Prestige classes, but never really get to use them, and usually end up muticlassing using the Prestige classes as guidliness.
 
I like prestige classes as specialized classes, that are very good at something. I actually didn't like the variant multiclasses in Hyboria's F -series and would love to see such things dumped completely at 2 Ed. It would better, in my opinion, to replace them with prestige classes, especially because some of the variants are completely broken mechanically.

I think there are three strong points for prestige classes:

1) They give a distinctive feeling of speciality. Hyperborean Witchmen are much more unique if they have their own prestige class with their own little tricks instead of just being common scholars. Yes, you can customize characters with multiclassing and the choices you make concerning feats and spells... but it isn't the same thing.

2) They can be a source of social ambition for characters and player alike. When most prestige classes, such as in the case of sorcerous ones, are limited to a certain society, it add motivation from the part of game mechanics for a player character to belong to an organisation. It as well reinforces the feeling of secret covens and conspiracies knowing hidden things, which give them special powers. I like that - a hedge wizard should envy Lords of the Black Ring.

3) They add more variation and spirit to ways to create NPC's. This is strongly combined to first and second point. When I GM, I do enjoy building good stories and all that kind of things... but surprising players through pure game mechanics is kind of fun too. Obscure prestige classes give a chance to put against them opponents (both in social and violent situations) that baffle them with their exotic abilities. Yes, of course GMs could just pull stuff like that out of their asses - but I don't like being (too) arbitrary or risk breaking game balance.
 
I'm not sure I agree there, Majestic. As for #1, well if every unique concept u wanna introduce needs a prestige class: that's a bit flat. I dont like the whole pre-packed feel to that: I wanna create characters and concepts myself. This goes for NPC:s too. Ideally my players dont have a clue what class/classes/prestige classes my NPC have.

As for no.2 that's a very interesting notion, but do u really attain prestige classes by social climbing? Most pre-reqs are just about having enough BAB and other level-dependent stats.
 
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