Do prestige classes curb creativity?

Ankh-Morpork Guard said:
The assumption was you would make a Shadowdancer without coming up with Feats that are the same class features. Use EXISTING feats to make the PrC. Or at least, that's what I assume you were planning on doing.

Why would you assume that when I said specificly that that wasn't what I was talking about? Why would you assume that when I specifically said that what I was talking about was turning class abilities into feats? Why would you say that when I said that one obvious approach would be to take the prerequisites for the class and make them instead the prequisites for a feat? Was it because you couldn't read, or did you just have to have something stupid to say?

Otherwise, its a pretty stupid thing to say because you can just take every class ability and turn it into a feat...

Ok, so now after I've done it, you think its a pretty stupid thing to say. Personally, I think its only a pretty stupid thing to say if I can't do it, and frankly given all the arguments about how PrC's are essential for providing mechanics that I got earlier in this thread I don't think that its a entirely obvious you can do it until after you've tried it - but, have it your way.

but that can be done with all the Core Classes, too, so you're not proving a thing.

No, I'm proving something pretty important, and that is that it can all be done with base classes and feats. So now you say, "Well why have base classes at all?" Why not use something like an entirely skill based system? Ok, fine I'll answer that.

First, because players expect D&D to have classes and levels. That sounds like a cop out, but its also a valid reason. Classes and levels are now an accepted part of the game, and the influence of the class/level system extends well beyond D&D and would be familiar to alot of people whoever never played the game. Giving up class and levels certainly can be done, in the same way that we could give up hit points, but it would be much less recognizably D&D.

Second, because one of strengths of a class and level based system is that it gives the game a degree of precision. It lets you say things like 'bring a 7th level character', with the reasonable assumption that all 7th level characters will be able to contribute roughly the same ammount to the party (assuming the DM makes the challenges reasonably broad), and it lets you say 'this monster is a suitable challenge' for 7th level characters. If you've ever played a skill based system like GURPS, you'll realize that that is not necessarily the case. Depending on how the character is built, one X point character can be radically more capable than another. Also levels are big hurdles that people look forward to.

Now, we can do that presumably with just one class - 'the base class'; but, the problem with that is that, again, if you've ever played a skill based system the character creation system you know that they almost always depends on a certain ammount of cooperation on the part of the player to achieve 'good' results, because there is nothing that stops players from becoming one trick ponies. While GURPS offers alot of wonderful character creation flexibility, in practice it is a min/maxers paradise. The same could be said of WW's WoD system, which in theory was supposed to support role playing but in practice supported power gaming. And it only takes one in the group to harm the game for everyone else by hogging the spot light. As we all know, one trick ponies usually do pretty well in RPG's simply by overwhelming foes with thier one all powerful trick. We want to force players to spread thier skill points around, and to do that we have to set mins and maxs on the points that they can spend in a variaty of categories each. Each level they have to buy a certain minumum and maximum advancement in all the areas important to the game - attacks, skills, advancement toward feats, saving throws, spell advancement ect. But once we've done that, the array of mins and maxs we've set in each category becomes effectively a list of possible classes, so we've ended up in attempting to balance our classless system, creating classes anyway.

Once its clear that we might as well create classes anyway, then it becomes clear that we might as well chose a reasonably space spanning subset of the possible classes that we feel we can balance, and some minimal ammount of flavor as a means of guiding new players, while still retaining a high degree of flexibility. Exactly what the optimum number might be I can't say, but it could be as low as three (Blue Rose does this) or it might be as high as ten or twelve, but with a well designed system you can cover every possible in theme character concept with just a handful of classes. In my opinion, this is the best of both worlds.

Generally speaking, I think you want to minimize the number of things that are class abilities. IMO, each class should have no more than one (maybe two) abilities which are completely unique to it. Otherwise, you are going to far in telling the player what to build, instead of leaving it up to the player to design the character. Putting no unique abilities in a class might be ok (but it would certainly suggest a very small array of possible classes), but one ability has the advantage of increasing the uniqueness and attractiveness of each class in a very memorable way.

Now since I did some work, let's be fair and reverse the questions, and see if you can do some work. Why have feats at all? Why have skills? Those aren't trivial questions. You don't need either feats or skills. You could make everything a class ability. You could make a class for every possible character concept. In fact, some people might be inclined to argue that that is just exactly what the community seems bent on doing given the number of pages of paper that have been spent on PrC's. Can you think of some reasons why we might not want more than ten or so classes? Why do you think that among paper RPG's more have dropped PrC's than do the reverse (which is seen in some cRPG's) of making class trees in which some Prestige classes have other Prestige classes as prequisites? Why do you think that some cRPG's do have class trees?
 

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ThoughtBubble said:
My problem with the whole bit about breaking the shadow dancer into a series of feats is that there aren't nearly enough feats to go around.

Oh, you noticed that, huh?

I noticed that too. It was one of the major points I raised.

You see, once I started comparing popular PrC's to base classes, I very quickly discovered what should be completely obvious but gets you all sorts of argument whenever you mention it - that PrC's are more powerful than base classes, and the popular ones that players tend to be ALOT more powerful than base classes (at least over the range of levels that PC's actually take). Actually, Shadow Dancer isn't so bad. If I had to allow a PrC's in my campaign, Shadow Dancer might well be on the list (my only problem with it is that it seems front loaded, in that hide in plain sight is its most important ability). If you take more than a level in the class, you find you are giving up alot of nifty rogue or bard class abilities to become a Shadow Dancer. That's kinda ok. The ones that bother the heck out of me are the ones that are no more than base classes with more feats or more skills or both. Alot of the spell casting PrC's and alot of the fighter PrC's fit this type. PrC's for clerics and rogues tend to be more balanced, though I've seen exceptions to that rule.

Simply from a standpoint of the basic mechanics of the level progression system, it doesn't work.

To a certain extent, this doesn't bother me. If it doesn't work within the basic mechanics of the level progression system, then it implies to me that its probably unbalancing. On the other hand, if it were possible to show that the character level progession system prevented certain common character archeatypes from being created before some non-low level X, then I'd argue that its probably the fault of the basic mechanics of the level progression system and you should fix that rather than cludging on a fix like 'prestige classes'.

I do dislike the 'x but better' style of prc's though.

Me too. If this rant did nothing but increase the resistance to the 'x but better' PrC's, I'd feel like I did something useful.
 

I think this is a pretty pointless debate. Prestige classes (or regular classes) don't constrain creativity any more than the Mona Lisa constrains the creativity of other artists. Prestige classes presented in the books are examples of creativity, ready for use by DMs without the time or inclination to make up their own.

Do the prerequisites curb creativity? No. They are appropriate hoops the PC must jump through to qualify for the class. That's appropriate as long as the requirements are reasonable and appropriate to the organization or skill set that the prestige class is tied to. After all, you don't exactly consider someone a surgeon unless they spend the time and effort actually qualifying to be one.
If taking the prerequisites are not part of the character's concept, clearly the PrC isn't either.
 

Celebrim said:
ThoughtBubble said:
My problem with the whole bit about breaking the shadow dancer into a series of feats is that there aren't nearly enough feats to go around.
Oh, you noticed that, huh?

I noticed that too. It was one of the major points I raised.

You see, once I started comparing popular PrC's to base classes, I very quickly discovered what should be completely obvious but gets you all sorts of argument whenever you mention it - that PrC's are more powerful than base classes, and the popular ones that players tend to be ALOT more powerful than base classes (at least over the range of levels that PC's actually take). Actually, Shadow Dancer isn't so bad. If I had to allow a PrC's in my campaign, Shadow Dancer might well be on the list (my only problem with it is that it seems front loaded, in that hide in plain sight is its most important ability). If you take more than a level in the class, you find you are giving up alot of nifty rogue or bard class abilities to become a Shadow Dancer.
But you forget, if you take a prc you don't get the other abilities of a Xth level core class. You give them up and advance in the PrC. So of course the prc has to give you abilities like a core class and the poor prcs make these bonus feats.

Stat up a rogue-10/shadowdancer-10 and then just go rogue-20 (or some other multiclass) and use your feats. The second build will not be a shadowdancer, just shadowdancer-like.

Your observation should be "Poorly designed PrCs grant too many bonus feats." This is not an inherent flaw with PrCs. It is a flaw with poorly tested material. D20 has no meta-system with which you can emperically say X is a balanced spell/feat/class/race/monster. So complain that there are too many poorly designed PrCs. But as a concept, there is nothing inherently wrong with the concept of classes you take after 1st level.
 

Celebrim said:
I very quickly discovered what should be completely obvious but gets you all sorts of argument whenever you mention it - that PrC's are more powerful than base classes, and the popular ones that players tend to be ALOT more powerful than base classes (at least over the range of levels that PC's actually take).

Back up that statement instead of presenting it as fact, please. Actually, don't. It has no bearing on this thread at all. The relative power of the PrCs has nothing to do with creativitity at all, unless you're suggesting that players will ditch character concept for power, in which case they weren't worried about creativity in the first place.


So as a general question, does the existance of the Archmage PrC hinder my ability to make that powerful Wizard type I want to play? Or the existance of the Assassin hinder my ability to make a ninja? For that matter, does the ninja core class hinder my ability to make a ninja the way I want to see it created? I would answer that they don't hinder me at all, but they might help someone else.

Take away all the PrCs and all you've done is limit your options. That doesn't help creativity.
 

Prestige classes (or regular classes) don't constrain creativity any more than the Mona Lisa constrains the creativity of other artists

Any class & level system, by its nature, does constrain creativity, relative to a system like HERO, M&M, GURPS, etc. A more accurate statement would be that Prestige Classes don't restrain creativity any more than any other class.

That's not a knock on D&D- just an observation.

Using HERO, or for those who prefer the D20 style, the slightly more limited Mutants & Masterminds, you can create a character with full arcane spellcasting in armor...A PC who is permenently incorporeal...a human who is 8' tall with its attendant game effects with reach, etc....all extremely unlikely to exist using the D20 products I know of.
 

Crothian said:
What about the people who can but choose to use them? Just because some people are in your opinion bad role players doesn't have any bearing on prestige classes.
Sure, prc do not make bad characters or anything like that but I would look at the character before the prc. If they suck beforehand, adding a prc is not going to improve a waste of space.

My issue is the player that thinks that adding prc (or templates, odd races etc..) is somehow going to create a great character by itself because imho It won't.

(For the record, I do believe that bad role players do exist and I don't feel bad saying the truth as I see it.)
 

FreeTheSlaves said:
Sure, prc do not make bad characters or anything like that but I would look at the character before the prc. If they suck beforehand, adding a prc is not going to improve a waste of space.

My issue is the player that thinks that adding prc (or templates, odd races etc..) is somehow going to create a great character by itself because imho It won't.

(For the record, I do believe that bad role players do exist and I don't feel bad saying the truth as I see it.)

A bad roleplayer is going to be a bad roleplayer. But, in the context of the thread, the PrC isn't curbing anyone's creativity, its just deluding others into thinking they're creative when they actually aren't. Sometimes ignorance is bliss. Feel sorry for the rest of the group, though. ;)
 

Celebrim, we're not too far apart on this. I like the shadow dancer for pretty much all the reasons you do. I dislike the blackguard for being 'a lv 20 evil paladin in 10 levels. With Sneak Attack.' And funnily enough, I was going to point out that I was more bugged by feats, but my arguements for disliking them are fairly similar to some of the anti-PRC arguements. So I know where you're coming from, and mostly agree.

However, when I said that breaking the PRC into a series of feats, I wasn't saying anything about the power of the class compared to a normal one. Simply that a feat gained every third level (theoretically to add a bit of customization or flair to a character) and a class ability (theoretically the core of what this character will be doing) can't necessarrally be corresponded to on a one to one ratio.

A class that's only special ability was to get the standard 1 feat per 3 levels would be a pretty substandard class, wouldn't you say? If so, then isn't any class whos abilities can be subsumed into 1 feat every three levels would have to be substandard.

Now, moving towards a system where you had base classes, and far more customization within those via feats is about what Blue Rose did (which looks like a pretty slick system). As it is though, the amount of openness in D20 modern intimidates my players (I made their characters for them based off of descriptions). Most wouldn't know how to react to even more options.
 

Celebrim said:
Ok, so now after I've done it, you think its a pretty stupid thing to say. Personally, I think its only a pretty stupid thing to say if I can't do it, and frankly given all the arguments about how PrC's are essential for providing mechanics that I got earlier in this thread I don't think that its a entirely obvious you can do it until after you've tried it - but, have it your way.

If you decide that a feat can grant a character any sort of ability you want, then it is basic de facto reasoning that any PrC feature can be converted into a feat. Then all that remains to consider are hit dice, skill points, BAB, and saving throws, but it seems you're focusing entirely on special abilities. Which, incidentally, makes it all the easier to say a given PrC is more powerful than the base class that branches into it, since many PrC's trade off favorable skill points, hit dice, BAB, and/or saves for cool class features.

No, I'm proving something pretty important, and that is that it can all be done with base classes and feats.

A feat can give you a new ability. But a feat is just a modular component, an add-on. What if the ability that a feat grants is so good that it's more than just an add-on? It actually warrants giving up the path your character was on and going off onto an entirely new path with your character?

IMO, a good PrC does that. It doesn't just parrot what a base class can do, and doesn't just ape multi-classing. It actually offers something new and that's what your schtick will be from that point on. The Dervish is a fair example of that. One of 3e's unwritten design philosophies is that taking more than a 5 foot step and getting the full benefits of a full round of attacks are mutually exclusive. Getting around that taboo seems like a good basis for a PrC.

You see, once I started comparing popular PrC's to base classes, I very quickly discovered what should be completely obvious but gets you all sorts of argument whenever you mention it - that PrC's are more powerful than base classes, and the popular ones that players tend to be ALOT more powerful than base classes (at least over the range of levels that PC's actually take).

Some PrC's are powerful, some aren't. Then again, some base classes are more powerful than others. It's interesting to look at a PrC and see what base class(es) they were measured against. The Duelist is generally considered a dud PrC, but overall it actually compares favorably to a Fighter. A Fighter only gets one feat every other level, after all, and fewer skill points. Now, compare that Duelist to a Barbarian or a Ranger and it starts looking kinda crappy next to other guys who get lots of skill points and class abilities at every level.

Actually, the Dervish is also a good example here too. The class features look reasonable in comparison to a Barbarian. Dervish Dance matches up to Rage pretty well. The bonus movement is staggered out into small increments (and rendered kind of moot by making them enhancement bonuses instead of unnamed bonuses). Gains two good saves, but hit dice is stepped down from d12 to d10 (and Barbs get good Will saves when enraged anyway). Skill poin allotment is same. But compare that same PrC to a fighter and it looks a bit outrageous.

The ones that bother the heck out of me are the ones that are no more than base classes with more feats or more skills or both. Alot of the spell casting PrC's and alot of the fighter PrC's fit this type. PrC's for clerics and rogues tend to be more balanced, though I've seen exceptions to that rule.

True, it is easy to outdo a Fighter or Wizard, because they are so spartan compared to other base classes that have plenty to trade off in exchange for new abilities. I'd say the solution is to bring the Fighter and Wizard up to par, and perhaps look at a PrC as a means of accomplishing that.
 
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