Hiya!
Toe-may-to, toe-mah-ta, I guess. I'd say "Unfortunately, 3e changed all of that".
I see a Prestige Class as a "higher calling" type of thing. Something that a character would stick with his entire life once he is "in the club", so to speak. Now, I'm not adverse to having a PC give up on his PrC in an extreme situation (sort of like a priest loosing his faith and stepping down as Bishop or whatever). I may allow a PC to "drop" a PrC and go back to his old ways (class), but all the PrC stuff he got would be 'lost' (re: no special stuff). There would also likely be repercussions for leaving a PrC (the "Death Touched Warriors" may not take kindly to someone they sponsored, killed, raised from the dead, and taught the secrets of their order...). Skills learned I could let him keep maybe...have to figure out a way to work that back in. Shouldn't be too hard for skills, but no way would I let a "Death Touched Warrior" keep his Death Touch attack, go back to Fighter, and keep gaining levels as a Fighter with all the special stuff he gained in his PrC. As I said..."replacement, not additional".
The thing I hated most about 3.x/PF PrC's was the never ending treadmill of "+1UP" stuff. Just look at virtually ANY "non-single-class-build" characters for 3.x and you will see meticulously chosen Feat chains, level-dips galore and PrC choice(s) to match. Those characters are almost never built to enhance the campaign or anyone else's enjoyment at the table; they are there almost exclusively to inflate the ego's of the character "builder" and try and game/win the system.
I know my words are a bit harsh, but I really hate the way MC'ing and PrC's turned out in 3.x/PF. Really. Really really. And, from the look of it, 5e's designers seem to be heading down the same path, more or less. In my games, if you want to play an epic hero...you have to play as an epic hero. I don't let a player get away with just picking a certain character 'build'; that never ends well for the PC or the player. You, the player, have to attempt heroic deeds, say heroic things, and behave in a heroic manner. Just saying "I have AC 26 and 3 attacks that do 122 DPS!" is going to get you nowhere on the "NPC's look up to you as a hero" scale in my games. This all rolls into my PrC mentality. Just trying to gain mechanical stuff and slapping "Death Touched Warrior 1st" after your class level isn't happening. You have to work for it, in game, in character.
But that's me. As your quote above indicates...you seem to favor the mechanical fun of building to get some preconceived concept. Fair enough, to each his/her own.Enjoy what you want and have fun!
^_^
Paul L. Ming
Hiya!
[MENTION=6801670]Istbor[/MENTION], I can see what you are saying. I guess the old saying is in effect here: "I may not know what I like, but I do know what I don't like".
I get that 5e is a class-based system, and PrC's being "classes" (its in the name) is kind of locked into that overall system. But what I'd like to see with PrC's isn't so much 'classes', more than 'choices'. I'd like them to offer different choices for a character, mechanically speaking, and not just simply adding-on to the character. I want a PrC to be the defining aspect of the character...not just another set of abilities he/she has. I want the phrase "She is a 17th level Death Touched Warrior" to have instant meaning in game-terms...giving a overall 'package' of what the character can do, can't do and stands for (outlook on life, preferences for combat, social leaning, etc). I don't want the inclusion of a PrC to have the instant meaning of "Oh, so you can do necromantic damage when you hit. Got it". To me, the later is exactly what happens when someone takes a PrC as they are now; they aren't so much "interesting character choices and outlooks for roleplaying", as they are "new feats and abilities you can stack to be better".
Anyway...hard to explain. I guess what I'm saying is: Prestige Classes shouldn't be just another Class that has more buy-ins at the front, they should be "life-changing events/choices" for a character.
^_^
Paul L. Ming
Perhaps where we differ, and you can correct me if I am wrong, is the application of the Prestige class and consequences of removing the character from it.
Personally I agree, it should seem more like a choice. So if you choose to stop following Oath of the Shattered Blade and just go back to being Mrs. Fighter, I think you should be able to choose whether you want to keep what you learned or powers that may have been taught or bestowed onto you a secret, or abuse them in your new life outside the order. Instead of saying that all goes away.
Then again, perhaps we are actually on the same side of the issue and really ours is a disagreement of semantics.
Hiya!
I think we are just differing on semantics, primarily. However, the problem I see with being able to simply choose to keep a PrC learned ability is kind of the heart of my dislike for how PrC's were/are handled; that being there is absolutely nothing to stop a munchkin player from just gaming the system, as they love to do.
Now, don't get me wrong, I have no problem with different players liking different things in the game...including those who are in it mainly for the mechanical tinkering. I have one player (Zoltan...yeah, that's his real name...) is is about 70% "mechanics-oriented" for characters. He likes to see stuff on his sheet and be able to easily equate them to dice roll success chances. Thankfully, he also doesn't like being too "powerful" and will purposefully reign himself in when he sees his character getting a bit out of hand. We're all used to his play style and know exactly what to expect.
However......the problem did crop up constantly when we were playing our old PF game. That problem was all the time and effort that I, as DM, had to put into two things.
First was what we call the "Rifts Problem". You know... "So, what do you guys have in the party"..."A City Rat, a Ranger, a Ley Line Walker, a Glitter Boy, and a Dragon"..."Er....ok....uh...hmmm....". Basically, anything that was a challenge to him would wipe the rest of the party, and anything less was a cake walk for him. Power level variation was just too extreme.
Second, and this carries over to my point above, is the annoyance I got every now and then when I would spend time and effort developing interesting hooks, NPC's, rival orders, special lore, etc for his new PrC he just gained, and then, after his second level in it, he just drops it for some other class because he only wanted the power the PrC granted at it's second level. Now that he has it, he could care less about his PrC. It was just dead weight. The rival student? "Oh, yeah, ok Sandella. How about you stop dicking me around, I'll go to the guildmaster and tell him I resign, and that you should take my place. Cool?". What about that NPC villain who wants to kill/capture/corrupt the PC in order to settle some score with the Guild Master? "Oh, so, right...you aren't part of them anymore? Uh...ok. Sorry for the trouble then. No hard feelings, right? C'ya!". Or what about that map he found on the back of a painting in the guild hall? "Oh! Right! Totally forgot about that thing! Something to do with an old book the guildmaster wanted? Hmmm...well, if he ponies up 1,000gp maybe we can go get it for him...discount for being my old teacher".
In short, if you take away any repercussions from leaving a guild, then what's the point of trying to limit anything? In my humble opinion, if a PrC gives the PC a social advantage, leaving the PrC should nix that social advantage. Likewise if that PrC gives the PC a mechanical advantage, leaving that PrC should nix that mechanical advantage. Otherwise a PrC becomes nothing more than a name that houses restrictions to get some "kewl new powerz", and destroys utterly the entire point of a PrC; adding flavour and grounding to an ongoing campaign. All IMHO, of course.
^_^
Paul L. Ming