Mistwell said:
The rest of the party would probably not want to go along for the training ride for one players prestige class.
Well, I recommend training, but that's a flavor/style issue. For you, I wouldn't recommend training, but finding out in-game doesn't require training. It
does require that the PC learn of the PClass and find out what's required to become it.
Training or no training is irrelevant in this regard.
Although, for the record, I do have rules for gaining extra Skill Points. Not Feats, though. Definately not Feats.
For those of you that do no allow any house rule for this, don't you think that creates a significant bias towards prestige classes that have base attack bonus, class level, and particular spell access (all of which occur without you even knowing that you are working towards a prestige class), and a bias away from prestige classes with skills and feats as a prerequisite? Is there some good in-game reason for creating this bias, or is it just an attitude of "the rules are the rules"?
Simple: I don't make any PClasses where the prereqs are so simple, as that alone generates its own bias (Bard1/SorcererX/VirtuosoX, anyone?). All of the PClasses I have are heavily prereqed with Feats and Skills; BAB and/or Spell Casting, if anything, is added to those.
Negative Zero said:
this is all well and good, but what happens when the player doesn't have the information he needs to make the right skill and feat choices. when this is due to the fault of the DM, then the player shouldn't be made to pay. in the situations that Jerrid Al-Kundo describes, those are deffinitely DM choices that he's making his players pay for. in this regard, NPCs will always have the advantage. as the DM, who is their brain, will be able to custom fit them, while players run around in the dark.
Oh, don't be so negative.
Actually, my Players are on equal footing with me because I'm not a Power Gamer. After all, read page 10 of the DMG. It's rather clear the game balance isn't about numbers or making everything available to the Players at their whims, but about fairness. As a DM, I run a fair game. If the PCs don't match up to the assumed power level of ACL/CR (which is grossly assumptive, IMO), then it would be unfair of me to make the challenges and opponents more powerful than themselves.
If my Players develop their characters in such a way the Skill Points are diverted into interests and hobbies rather than Spot, Listen, Hide and the like, then I, as a fair DM, have a responsibility to do the same with the NPCs.
It would be
unbalanced not to.
most PrCs have either a BAB or a minimum skill rank prereq. this is what's meant to reflect how long it should take for a player to get into a PrC. if you use them at all, then you should make the available ones known to your players, and at the relevant times, spill some details of the prereqs. do it ingame if it makes you feel better, or hand out notes. either way, don't punish your players for your choices.
Isn't what I've described, though? Rather than present a PClass for them to say, "hey, that's neat, I want one of those," and then pursue it, they let their characters evolve. Then, I present the PClasses that most fit that evolution, allowing them to take their character further than they had originally thought possible.
Now, my Players have seen the printed PClasses, and they generally laugh about most of them. Very few in-print fit our style or the campaign. Looking back at the examples above, the Player running the Wizard-to-be-Shadow Sister is actually on the fast track to her PClass. Trained directly under the Sisterhood, everything she needs is at her fingertips. The level given (12-15) is how long it really takes to qualify (it's a 5-Level class).
i like the idea of PrCs being found out ingame, but players should not be penalised for ignorance forced upon them.
Again, this is dependant on the situation. The Players are learning about the game-world, thus are on a wondrous journey of discovery and exploration. None of them are the sort that like to know everything before their character's find out. After all, you make references about making them "pay" for my choices; There's no consideration for the fact that my Players may actually enjoy the game.
Consequently, they do enjoy it. After 6 years of playing the same campaign, every game they learn something new and go somewhere they haven't gone before. The characters, rather than living a mapped existance regardless of in-game events, are actually shaped and molded by those events, becoming what they naturally become as their in-game lives unfold. For some, it leads to PClasses that they become. For others, it's not.
Consider the two that recently joined the military. If they saw the PClass that's awaiting them, who's to say they'd want it? Perhaps it's one that only a fool would pass up? Rather than have them make the decision based on
that criteria, however, they are presented with the path that leads right to it: The military life in a harsh mercenary company, filled with siege warfare, guard duty and potatoes (and all under the command of a Hobgoblin inspired by Clint Eastwood in Heartbreak Ridge

).
If the characters stay or go, it's either from their own desire to live a military life or to desert from it. Show them the PClass, however, and perhaps they'll stick around just to get it regardless of what the "in-character" thing to do is. In this manner, the PCs are rewarded or punished for
their decisions, not mine; if my method has any bearing, it just ensures that the decisions made are more in-line with the characters, not just the Players.
Terraism: Check yer e'mail.
