Representing the Factions/Sects in 3e/3.5

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Emperor Xan's picture
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Representing the Factions/Sects in 3e/3.5

But how does that relate to 3e?

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Representing the Factions/Sects in 3e/3.5

Other than that the 2nd ed material provides plentiful setting material for 3rd ed in terms of people, places, plots and ideas? None. But then I was merely answering your question:

"Emperor Xan" wrote:
Why do you keep referring to the old material? Neophytes can't buy it from their local stores without getting really damaged copies or paying through the nose for them.

The reason 3rd ed has focused more on getting crunch out before fluff is that while many GMs and players will have some 2nd ed material available to use and build on in terms of 'fluff' - they have no models for the numbers in 3rd ed. Therefore - the greater need is answered first.

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Representing the Factions/Sects in 3e/3.5

"Clueless" wrote:
The reason 3rd ed has focused more on getting crunch out before fluff is that while many GMs and players will have some 2nd ed material available to use and build on in terms of 'fluff' - they have no models for the numbers in 3rd ed. Therefore - the greater need is answered first.

Then why has this been ignored in the form of the setting's unique mechanic? Remember, not all gamers are old hands.

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Representing the Factions/Sects in 3e/3.5

It hasn't. People are certainly able to play faction members. Even new players will be able to, moreso because they won't need to learn new rules when they learn about their factions.

We just see no reason to make it an entirely unique mechanic, when a DM can handle it easily with roleplaying and rule 0 - without having to make up their own mechanics to do so, and when it may not even be the focus of a campaign.

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Representing the Factions/Sects in 3e/3.5

See, we know how garbled language can be. Especially with a language where there can be upwards of 30+ words that have similar meanings. The point of the mechanics isn't to lock you into something, it's to give you a quantifiable representation of how strongly something is in relation to the yardstick the system uses as its base. I don't know why any of you believe that's what statistics are about in role-playing games. If you don't, I apologize for the assumption, but I'll be damned if that's not how you're comming across.

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Representing the Factions/Sects in 3e/3.5

I've played in more systems than I have fingers and toes. I know exactly what statistics are used for in game mechanics.

Quote:
The point of the mechanics isn't to lock you into something, it's to give you a quantifiable representation of how strongly something is in relation to the yardstick the system uses as its base

The above implies that you do not believe the current factions provide a balanced system in relation to the other pr. classes and feats in standard DnD. Is this true? If so - why?

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Representing the Factions/Sects in 3e/3.5

"Clueless" wrote:
I've played in more systems than I have fingers and toes. I know exactly what statistics are used for in game mechanics.

Quote:
The point of the mechanics isn't to lock you into something, it's to give you a quantifiable representation of how strongly something is in relation to the yardstick the system uses as its base

The above implies that you do not believe the current factions provide a balanced system in relation to the other pr. classes and feats in standard DnD. Is this true? If so - why?

I have 2 1/2 shelves full of games myself. So I've probably played as many as you have. Smiling

You are correct in your view of what I believe. Why? Well, that would take quite some time to give a really detailed answer beyond what I've already stated. The main portion would be the lack of statistical representation as to what something does. For an example, I'll use the domains of Priests. In 2e, they did little for a cleric. In 3e, they really define your character's religious views to some extent in addition to granting abilities for their faith.

Philosophies on the planes act similar to domain powers. They are manifestations fo the character's beliefs. However, these aren't divine abilities, they are drawn from the essence of the planes themselves. In some regards, it would be like a shield: it'll protect you from some attacks, but against others you're exposed.

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Representing the Factions/Sects in 3e/3.5

To add something to this conversation that (I think) is more in line with the original question, here's how I run Factions.

Characters may choose to become a member of a faction at any time, obviously after they've had some kind of interaction with them (Sigil natives can thus choose them right off the bat, at 1st level, though they don't have to). Characters must meet any eligibility requirements (based on those found in 2e) and must then be recognized by the Faction high-ups (Factols in most cases, except in the case of the Indeps and those that don't have Factols--in such a case, just the "leaders" of the faction) in order to gain access to the abilities (and restrictions) of the Faction.

What are the abilities? Well, along with the organizational membership--which likely includes a bed to sleep in when in need, a job when down on your luck, some useful contacts and allies, and maybe a reputation--you can gain Faction Feats.

Each Faction has a chain of feats: one Initial Faction Feat that is gifted to any member of the Faction that is officially recognized (this in almost all cases reflect the 2e Benefits of the Faction, though obviously updated or cleaned up as necessary to be balanced feats), and 4 other feats that may be taken later (with obvious room to make up and add new feats to this list if one really wants).

The fun part about this is that the Faction Feats work as such: you get the initial one for being formally inducted into the Faction (which also brings the Restrictions of that faction, see below). The others can be chosen as feats when you'd normally get a new one (some of them indeed could be taken as bonus fighter feats if they are combat oriented, and others might be metamagic so a Wizard could take them as a bonus feat as well) or (and here's the kicker) the Faction high-ups (again, usually the Factol, but not always) may bestow them upon the character for services rendered (usually for great deeds that spread the influence of the Faction). On the same token, any Faction feat a character has may be taken away by said high-ups if they feel that the character is not adhering to the codes of the faction.

So, it's a two-way street--you do good deeds and promote the faction, you have access to the feats, and maybe one day you'll even get one for free. But, if you screw up and knowingly run counter to the faction's beliefs, those benefits are lost (and may require a LOT of butt-kissing or even something so far as an atonement to get back into the good graces of the faction...depends on the act and the faction).

The Restrictions of the Factions are updated versions of the 2e Restrictions. As some of these are outright nasty compared to others, it's usually a safe bet that the Initial Faction Feat of certain factions are maybe a tad bit more powerful than the average feat to make up for this, but generally speaking, the feats were balanced with similar feats (I looked to the XPH and the feats that use psionic focus when it came to Factions that got really hosed by their restriction--Athar and Doomguard having restrictions on healing, for instance, was something I felt could be potentially alarming to some players).

As a note, I did use a lot of the Planewalker.com feats, but tweaked them (in some cases heavily, as for Manic Depressive) or made all new ones (usually for the Factions that have disappeared entirely since Faction War, like the Believers of the Source).

This seems to keep the integrity of the 2e material rather well: you get the same Restrictions and Eligibility from 2e (obviously updated mechanically, when necessary), and the Benefits come along with it, usually as the Initial Faction Feat, while further abilities can be gained, but require either (a) expenditure of a feat, or (b) exceptionally good work in terms of promoting your faction's ideals and goals. That the high-ups can take these powers away ensures they are no more or less "balanced/unbalanced" than Paladin or Cleric abilities, who "suffer" the same "flaw" (as in, have to roleplay their beliefs or else they get disowned by their God or whatever).

Plus, it doesn't confer any special properties onto just anyone who says they are a member of such-and-such faction--you have to not just say it, but you have to mean it (at least enough at the time) to be able to get into the faction's ranks. As with 2e, some factions may be more discerning than others on who they bring into the fold, but that only makes sense for any set of organizations: some are simply more "organized" than others.

I'd like to post the full system, but my use of revised feats from Planewalker.com makes me a little hesitant--I don't want to step on their toes without due credit at the very least Eye-wink

As a sidenote, I will put forth one bit of (constructive?) criticism to Planewalker.com--I think the rules for Factions and Faction Feats could be a bit clearer on some level for newbies getting involved. I haven't honestly played with it myself (other than to make the minor tweaks and whatnot above), but I remember reading it and thinking "Huh?" at points, which in turn led me to make the system I just wrote out, so it would be easier for my players to grasp (and I cut down on the number of feats, which made it easier for me to handle as a DM). I assume of course that other sections of the official PSCS do clarify things however, so perhaps this was a moot point.

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Representing the Factions/Sects in 3e/3.5

Curses! Just remembered one other thing I wanted to note:

Xan, I read your template idea (at least the one posted over in the archives, which is what I assume is the topic of conversation), and I gotta be honest: I don't really get it. My understanding is that it's a template that doesn't really add anything other than the ability to get (but not necessarily the actual getting of) whatever abilities are associated with the Faction. I can't bring up the link now for some reason, but what does this mean?

Are we talking you get to choose from the Faction's feats? Do you just receive the Benefit and Restrictions of the Faction?

Perhaps an example of its use might clarify things for me. I see both sides arguing for the same things, but there are obviously differences in the means to this end, and I'm curious as to what those differences are.

BTW, I'm new to posting here, but I've been watching Planewalker and the WOTC Planescape messageboards for longer than I care to remember, so I'm not a total newbie...just antisocial up until recently Eye-wink

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Emperor Xan's picture
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Representing the Factions/Sects in 3e/3.5

It's in the house rules section as well as being in a thread in the forum here.

In 3.5, feats do not have penalties associated with them. You can create traits which give penalties and bonuses, but those are explained in Unearthed Arcana along as what constitutes a feat.

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Representing the Factions/Sects in 3e/3.5

I'm in favor of Planewalker's factional feats, combined with faction PrCs.

Of course, I run a Gestalt game, so progressing in a PrC doesn't dominate a character's advancement. Thus, the faction PrC shows dedication to the faction, while the character's other class (which must be a base class) shows their non-faction development-- perhaps reflecting their role within the faction.

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Re: Representing the Factions/Sects in 3e/3.5

im runing planescape with 3.5 rules, and.. some feats from unearthed arcana, and others.. but i dont want to my players play post FW i want to they someday play the FW themselves. now we are in modrom march (i want to use all aventures), someone have a idea how to use the feats and prestige clases to fit with pre FW planescape ?

i like both sides od discution, i like feats, but dont like much PrC, all my players are news on planescape.. but the most of rhem try to role the faction dismish efect.

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