Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Advice on designing balanced PrCs [long]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 977151" data-attributes="member: 3051"><p>One thing many of these PrC design treatises gloss over is that there are two basic, conflicting design philosophies, and the DM should be sure to know which one he prefers.</p><p></p><p>OPTION 1: Up-Front Cost</p><p>Require some hefty requirements, including "useless" Feats like Skill Focus or Toughness. Force characters to either multiclass or buy cross-class ranks. Require a large number of skill ranks in a skill the character doesn't really want.</p><p>But then, give them a class that's more powerful than the original. For spellcasters, that usually means "+1 spellcasting level" at every level, plus extra bonus abilities. Level by level, the PrC would give more abilities than the class it replaces, to make up for both the "lost" abilities required to enter the class and the "opportunity cost" abilities the person would have received by remaining in his old class.</p><p>One key element of these classes is that you should always go all (5 or 10) levels, because you're "paying off" a debt. Once you're in the class, there's no reason to ever go back to the old one.</p><p>(Downside: if you allow a lot of PrCs into a campaign, it's easy to qualify for several with the same set of prerequisites, which means you can get even more benefits out of your "sacrifice".)</p><p></p><p>Examples: Archmage, Loremaster, Arcane Trickster?</p><p></p><p>OPTION 2: Ongoing Cost</p><p>Have fairly easy requirements, the sort of thing someone who intended to follow that path would already WANT to take. Instead of requiring Skill Focus, just require ranks of the skill. Instead of Spell Focus, require certain high-level spells. (One side effect of this weakening of prerequisites is that it's easier to let more classes qualify)</p><p>But then, have the class be only as powerful as the class it supercedes, on a level-by-level basis. If you want to give a spellcaster extra abilities, be ready to sacrifice some levels of spellcasting. If you want to make a Rogue-like class, don't let them continue to get full Sneak Attack progression and 8+INT skill points.</p><p>The idea is specialization, sacrificing abilities the player might not want for increasing the ones he does. If you have a Paladin-based PrC, maybe they sacrifice Mount advancement to get more spells, or vice versa. You're not any more "powerful" than a stock Paladin, overall, but to the player it's a more desirable progression.</p><p>Unlike the earlier category, you don't NEED to go the full path. Alternate levels of this class with levels of your old one, if you want. Mix a few PrCs together to get something you want.</p><p></p><p>Examples: Arcane Archer, Assassin?</p><p></p><p>Anyway, the advice given in Monte's thread really leans towards that first category. Require things the player doesn't really want, give better abilities than the core class gives, and put the best stuff at the very end of the class.</p><p>I'm not saying that's not a valid way to design a class. Personally, though, I design more towards the second group. I don't think this conversation should ever occur:</p><p>"I'll take Skill Focus as my Feat."</p><p>"Why?"</p><p>"Because the Prestige Class I want requires it."</p><p>Characters are supposed to choose skills and Feats that fit their concept naturally, not take them solely for metagame reasons like that. At least that's my opinion.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 977151, member: 3051"] One thing many of these PrC design treatises gloss over is that there are two basic, conflicting design philosophies, and the DM should be sure to know which one he prefers. OPTION 1: Up-Front Cost Require some hefty requirements, including "useless" Feats like Skill Focus or Toughness. Force characters to either multiclass or buy cross-class ranks. Require a large number of skill ranks in a skill the character doesn't really want. But then, give them a class that's more powerful than the original. For spellcasters, that usually means "+1 spellcasting level" at every level, plus extra bonus abilities. Level by level, the PrC would give more abilities than the class it replaces, to make up for both the "lost" abilities required to enter the class and the "opportunity cost" abilities the person would have received by remaining in his old class. One key element of these classes is that you should always go all (5 or 10) levels, because you're "paying off" a debt. Once you're in the class, there's no reason to ever go back to the old one. (Downside: if you allow a lot of PrCs into a campaign, it's easy to qualify for several with the same set of prerequisites, which means you can get even more benefits out of your "sacrifice".) Examples: Archmage, Loremaster, Arcane Trickster? OPTION 2: Ongoing Cost Have fairly easy requirements, the sort of thing someone who intended to follow that path would already WANT to take. Instead of requiring Skill Focus, just require ranks of the skill. Instead of Spell Focus, require certain high-level spells. (One side effect of this weakening of prerequisites is that it's easier to let more classes qualify) But then, have the class be only as powerful as the class it supercedes, on a level-by-level basis. If you want to give a spellcaster extra abilities, be ready to sacrifice some levels of spellcasting. If you want to make a Rogue-like class, don't let them continue to get full Sneak Attack progression and 8+INT skill points. The idea is specialization, sacrificing abilities the player might not want for increasing the ones he does. If you have a Paladin-based PrC, maybe they sacrifice Mount advancement to get more spells, or vice versa. You're not any more "powerful" than a stock Paladin, overall, but to the player it's a more desirable progression. Unlike the earlier category, you don't NEED to go the full path. Alternate levels of this class with levels of your old one, if you want. Mix a few PrCs together to get something you want. Examples: Arcane Archer, Assassin? Anyway, the advice given in Monte's thread really leans towards that first category. Require things the player doesn't really want, give better abilities than the core class gives, and put the best stuff at the very end of the class. I'm not saying that's not a valid way to design a class. Personally, though, I design more towards the second group. I don't think this conversation should ever occur: "I'll take Skill Focus as my Feat." "Why?" "Because the Prestige Class I want requires it." Characters are supposed to choose skills and Feats that fit their concept naturally, not take them solely for metagame reasons like that. At least that's my opinion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Advice on designing balanced PrCs [long]
Top