jaer said:I'd prefer to have 20 basic classes ranging from 1-30, each with a different focus and varying abilities, and lots of choices as they move up (the various teired progression concepts) then to have 8-12 basic classes to pick from with 50+ prestigue classes that vary wildly in power and pre-req stupidity, all of which must be decided early on and planned for. Sometimes that was cool for role-playing, but overall, it bloomed more into powerplaying or as a weak bandage for lack of variety in the main class ability set.
I know where you are coming from with this but (and maybe this is just me) I have always liked to develope my characters as I play, so if my characters' adventures lead them to use their sword play skills a lot, then as they rise in levels I deploy my 'experience feats/skills' as such. If they end up hiding behind their shield a lot then likewise it is this area that I aim to deploy their experience. Now this forces me to do two things: a) think about the adventure and how my characters skills fit into it in more depth. b) really roleplay my character into using the skills I want them to develope.
As I say, this is just the way I like to do my roleplaying though, and I really can see the powerplay problems that have arisen in the past. I am just hoping with the new mechanics that they are just that, a thing of the past.