Creating New Kits To design additional kits, DMs should answer these questions.

What role does this kit to serve in the campaign?

What makes this unique from all other kits?

In what ways is it similar to any other kits?

What levels of society would generate characters that would choose this kit?

Requirements: What does a character need to take this kit? What minimum of ability does this kit require?

Weapon proficiencies: Does this kit give access to weapons not normally allowed certain classes? If so, why? Are certain weapons associated with this kit?

Recommended nonweapon proficiencies: What skills would PCs with this kit likely need?

Equipment: Does this kit grant access to equipment not normally available to some classes. If so, why?

Recommended traits: What characteristics fit an individual with this kit?

Benefits: What extra ability or modifier does this kit grant characters? Is this benefit too powerful for a kit? Is it too weak? Compare this kit’s benefits with the other kit benefits in this chapter.

Hindrances: What penalty or modifier compensates for the above benefit without weakening the character too much or leaving him too powerful?

Wealth: Is the starting cash of the character affect by this kit? If so, how much?

Once these questions have been answered, a DM should have a pretty good idea of the compatibility of a new kit. The most important decision to make is determining if this kit unbalances the game. Contrast and compare it with other kits. It’s much easier to fix the kit now than try to repair a campaign after an unbalanced kit has damaged it.

The next step is to experiment with the kits in play. Outside the normal campaign, put this kit through its paces. Run different character classes through an encounter or two to see if it works the way it was intended. If it does, introduce it to campaign and have fun. If it doesn’t, head back to the drawing board.

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