Classes, Prestige Classes and Multiclassing

MerricB

Eternal Optimist
Supporter
I've been seeing a lot of complaints recently about the new classes coming out from Wizards; mainly of the type that "that class isn't generic enough!"

I understand the reasoning, but, honestly, it is very similar to the idea that an elven wizard should be limited to a maximum 12th level or that dwarves can't cast arcane spells, or that psionics suck: it isn't universally applicable.

D&D 3E, more than previous editions, is about providing a set of tools and options that can be used in many different ways. If you don't like a particular class, prestige class, feat, spell or whatever, then you don't have to have it in your campaign.

Let's examine what a class is, at its most basic:

A character class describes the abilities the PC has at each level of experience.

That's it. Anything else is just there to help you integrate the class into your campaign and to help you understand what you could use it for. At times, these might be very divergent from the actual purpose you put it to, but anyway...

In theory, you could create a class for every character concept. In practice, it is too much work.

So, what next? How do you expand the range of character options without having to create more classes?

Multiclassing is the result.

Multiclassing allows you to combine the abilities of two or more classes to create a new set of abilities.

Multiclassing really works well for combat classes, as I'm sure everyone here is aware. And rather less well for classes with strong special abilites and spell-use...

Whenever you create a multiclass character, you are demonstrating that there isn't really a single class that fits your character concept. Multiclassing is a very, very powerful tool. It doesn't allow all combinations to work, but it widens the range of interesting D&D play significantly.

Furthermore, it opens up another possibility for customising characters: Prestige Classes.

Prestige Classes are packages of character abilities that may be attained when a character reaches a higher level.

A prestige class can be visualised as the abilities a normal class gains between levels 7-16, or 11-20, or 6-10 or similar. However, they do not rigidly dictate the abilities gained beforehand or after, as opposed to a normal class.

Prestige classes are an extension of multiclassing. Multiclassing's primary flaw is that it only gives the abilities of the first few levels of a class. Thus, a Ranger 10/Rogue 10 has only the abilities gained for the first ten levels of each class.

Prestige classes allow the "capstone" abiliites (normally gained above 8th level) to exist.

One might wonder at classes like the Mystic Theurge and Eldritch Knight, but, in fact, the "capstone" abilities of wizards and clerics are the abilities to cast spells of 6th-9th level, and those two classes provide those "capstone" abilities.

The secondary flaw of multiclassing is that it does not allow the improvement of class features that are not saving throws, base attack bonuses or skills.

Although you can multiclass Wizards, Monks and Bards, you are giving up a lot when you do so. Perhaps there will eventually be a way of writing other abilities so that they can continue improving even when you're multiclassing, but that is currently not available.

Now, returning to the original impetus for this essay: some classes aren't "generic" enough. In truth, very few classes are generic in nature. I would rate that the Fighter as the most generic of all the classes and adaptable to the most purposes (due to a feature of 3E that I haven't discussed but should have - the Feat), and the Rogue close behind.

However, classes like the Bard, Monk and Paladin (and indeed, probably the Ranger and Druid) are also extremely strict in their roles and abilities. Why are these classes rather than prestige classes?

In truth, almost any class could be represented as a prestige class. It is not always desirable, however. The key indicator of whether a class is unique on its own comes from the first five levels. If these can be duplicated by multiclassing then there may be a case for making it a prestige class.

However, if this is not the case, then the class status is likely well-deserved.

The actual rationale for the class in the campaign is secondary. The argument about the Prestige Paladin is entirely that - it's about how you fit the role of the Paladin into the campaign world. In traditional D&D, the Paladin is "called" from early training and is always in that role; in other campaigns the call of the Paladin is heard later in the adventuring life - this is where the Prestige Paladin comes into its own.

The reason that the rationale for a class is secondary - and, I feel, often irrelevant - is because individual games vary so much. (One can see that simply in the discussions over whether the Monk is a good part of the D&D game!)

The personal opinions as to rationale should not cloud the actual real game mechanical benefit of using either a 20 level class or instead multiclassing (and prestige classes) to achieve the goal of a viable and interesting character for use in the game.

There is the possibility of a class where the first five levels are identical to a multiclass progression and then diverges later. If the divergence would then make a 15 level prestige class, it may indeed not be too much more work to cast the entire thing as a class, anyway!

In those cases where you see a class and say, "that should be a prestige class" it may be well worth considering taking the capstone abilities of the class and then recasting it as a prestige class.

Ultimately, I think that both normal classes and prestige classes provide for different ways of approaching the game and expanding the enjoyment of it for different people.

Cheers!
 

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MerricB said:
In theory, you could create a class for every character concept. In practice, it is too much work.
This was the goal of chapter 1 of Character Customization. It breaks down the features of all the base classes into equal sized bits and allows you to mix and match them. The perpetually delayed 3.5 revision of CC will include features from prestige classes that can be mixed and matched with the based bits to provide even more combinations.
The secondary flaw of multiclassing is that it does not allow the improvement of class features that are not saving throws, base attack bonuses or skills.

Although you can multiclass Wizards, Monks and Bards, you are giving up a lot when you do so. Perhaps there will eventually be a way of writing other abilities so that they can continue improving even when you're multiclassing, but that is currently not available.
This was the goal of chapter 4 of Character Customization. Since CC is not widely known, I suppose it's answer is not really well known. Basically, at character creation, you pick a class feature of your core class and call it the significant class feature. Spellcasters will always choose their spellcasting for this. Rogues might choose Sneak attack, Rangers favored enemy, etc. When you take a prestige class that grants +1 level of existing spellcasting class. Ignore the word spellcasting and increase you "level" in the significant class feature. After that, relax spell related requirements to PrCs if they aren't strictly necessary. The loremaster could be recast as a sage by changing the feat requirements. Then a rogue could use the +1 spell level to continue his sneak attack bonus. Thus the rogue9/loresage4 would have +7d6 sneak attack.

And there 4 other chapters in CC. And while I'm very bogged down with creating a revised version, it will be a free upgrade when available.
ph34r (to MerricB) said:
You think too much!
(Man, what does that say about me....?)
 

You can rationalize that any class could be a prestige class. A friend of mine and I have been working on an open ended class construction that allows for ultimate optimization and custimazation. The basic gist is that there are only three classes. Warrior, Expert and Scholar. All class abilities become feats that you can "buy". Everything else you would want to attain through multi classing. To become a barbarian you would take the feat Rage. Ranger you would take track, and whatever combat path you chose. To become a rougue you might take a few levels of warrior then expert and then buy your backstab.

As for Prestige classes I believe that they are part of society not just another class. A knight of the Holy Order represents something socially, and politically, and even religouslly. So I have no comment as to your thesi on the PrC part of it.


The Seraph of Earth and Stone
 

I've been seeing a lot of complaints recently about the new classes coming out from Wizards; mainly of the type that "that class isn't generic enough!"

Does that mean my cries are beginning to take hold? Or that the deluge is getting people to see what I saw a long time ago? Either way, good!

You could make a class for every character... but then, you have to play the ever-annoying "balancing act" for each and every class, and pretty soon, you have an unmanagable stable of classes, and start losing some of the advantages of classes when it comes to referencing characters. I understand the basic capabilities of most core classes and the few others that I use, so when I jot down "fighter" or "psion", I have a pretty decent idea of what they are capable of. But if I have dozens of core classes, I either have a huge list of classes to memorize or huge list of books to keep by the table.

An ideal core class (and I'll admit up front, some PHB classes are less than ideal) should be able to cover a variety of character concepts with class ability choices and feat choices; multiclassing expands this range further.

Prestige classes should be the exception not the rule; special cases that provide specialization or schticks that can't be acheived with just core classes and feats.
 
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I see most of the new classes as having a narrower focus than the core classes. Many of them pick a special concept, which the core class is maybe a bit lacking in being used for.

For example, the Swashbuckler is a variant Fighter with one specific concept (or set of concepts) in mind, whereas the Fighter can cover a much wider range of concepts.

Or the Warmage, who is like an evocation specialist Sorcerer, while the Sorcerer can be a generalist or any kind of specialist.

So, in that light, I think that "not generic enough" might be the point of the new classes, actually. :D

Bye
Thanee
 

Thanee said:
I see most of the new classes as having a narrower focus than the core classes. Many of them pick a special concept, which the core class is maybe a bit lacking in being used for.

For example, the Swashbuckler is a variant Fighter with one specific concept (or set of concepts) in mind, whereas the Fighter can cover a much wider range of concepts.

Or the Warmage, who is like an evocation specialist Sorcerer, while the Sorcerer can be a generalist or any kind of specialist.

So, in that light, I think that "not generic enough" might be the point of the new classes, actually. :D

Ahh. New base classes : 3E :: kits : 2E. It all makes sense now!
 

I think that certain campaigns require limits as to what classes and prestige classes and multiclasses are permitted, either for stylistic considerations or to stop the DM's head exploding. (I've mentioned 3e's Information Overload before, this is one aspect of it).

However, I totally reject the idea that designers should stop creating new classes or prestige classes because there are some players that don't need any more. If that idea had been taken up, we'd still be with oD&D with no supplements.

Yes, there certainly can be too many options in one campaign - but that depends on the campaign and the players.

It is probably very, very important to draw a line between the CORE classes of the Player's Handbook (which define what D&D is) and anything in a supplement - which only a minority of D&D players will see.

I think it's very important to keep the CORE of D&D as unified as possible with what we want the game to be, but it is as equally as important to not needlessly restrict creativity in the supplements.

Cheers!
 

The more I play or use materials that have an alternate class system, the more I find the traditional D&D class system abhorrent.

For example, I just started playing in a Midnight campaign. While it is firmly rooted in 3.x, the new classes (Channeler, Defender, Wildlander) allow for incredible customization within the class itself. These are what base classes should be IMO. You can have different people each play the same class and each will be vastly different. This sort of class system also lessens the need to multiclass or take a PrC.

To take this class concept one step further, take a look at Grim Tales. Each class is totally generic. You can now the same character concept built totally different by a variety of people. The system allows for a infinite number of combinations and with only 6 classes! With the standard D&D classes, it is much more difficult to diverge from the implied character archtype. The classes end up looking more alike when played by different people.

WotC seems intent on churning out more base classes, each more specific and ridiculous than the next.

As stated previuously, the current magic system is also a limitation to the class system. The inability for spellcasters to effectively multiclass increases the need for PrC's. Once again, when compared to alternate magic systems, the standard D&D magic system seems dated and limited.
 

hong said:
Ahh. New base classes : 3E :: kits : 2E. It all makes sense now!

You missed:

Base classes : 3E :: kits : 2E :: (NPC) Classes : 1E/oD&D. (See Dragon Magazine)

:D

###

I do think that it is possible to overestimate the Information Overload that occurs due to there being 500 classes or prestige classes. The fact that they exist does not mean that they are all in play at once - or indeed, ever.

Your standard DM will see a very limited number of PCs in their campaigns (unless they delight in being a Killer DM), and they are the main source of confusing class abilities.

We can assume that any class the DM uses for a purpose, the DM is familiar with (after all, he or she chose it), and to the players it is exactly the same as the latest monster from Monster Manual III (which they've never seen before and they don't know its abilities).

Cheers!
 

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