Faction abilities

Post/Author/DateTimePost
#1

Cyriss

Jun 18, 2006 13:21:13
Has anyone ever created some well thought out conversions to the faction benifts players got in the old 2e PS players guide?

I found some a couple years ago that were for 3.0 but after I actually started using them recently, I've realized there are a lot of free powerful abilities given to a pc who joins that faction. Apparently it wasn't created by someone who knew how to balance the power level of such abilities.

What do you guys do for 3.5 faction abilities for PC's?
#2

ripvanwormer

Jun 18, 2006 13:37:53
I like a combination of optional feats and optional prestige classes, personally. It seems to fit more smoothly into the rules than the benefit/drawback combo that 2e had (inspired by character kits). Characters who are very devoted to their faction can show it by buying feats or prestige class levels - or they can not do so and remain namers.

See Chapter 4 of Planewalker's campaign setting.
And http://www.kriegstanz.com/index.html
#3

Beleriphon

Jun 18, 2006 18:50:13
You might also want to consider using the affiliations from the PHII. They give benefits as you rise in power with a group, and it gets increasingly hard to increase in importance with the affiliation. As a bonus a character of any level could gain the highest levels in the affiliation, meaning that you could have 1st level commoners being the leader of a faction.
#4

ordbyrht

Jun 19, 2006 8:08:50
You might also want to consider using the affiliations from the PHII.

Some gents over at Dicefreaks had the same idea. Here's a link to that thread.

Personally, I use the same method as Rip.