incognito said:Why are players rewarded with prestige classes as a way to define thier charactrer concept? Are the standard advancement awards not enough? Feats, ability score increases, hit dice, etc. how about a little extra XP?
incognito said:And why do they need to be involved with the design process? Did they help you design the world (seaong)? Why not get thier input when creating non-standard creatures? Or "dungeons?" Or "custom" deities (one's with domains that better suit thier needs)? [/B]
incognito said:Player's have plenty of options wihout adding new ones. Skills feats, choices of standard classes. Defining a new PrC is simply not needed, and can create the perception (in other players or the DM/player relation) of impropriety.[/B]
Reward? Why do you assume a level of a prestige class is a reward? Isn't it just what a player has the right to acquire in exchange for the XP they receive? XP, that's a reward. But a class level? I don't get it.incognito said:Why are players rewarded with prestige classes as a way to define thier charactrer concept? Are the standard advancement awards not enough? Feats, ability score increases, hit dice, etc. how about a little extra XP?
Again with the weird choice of words. "Need"? They don't NEED to be involved. If I say to them, "You can't be involved in PrC design," then they'll just say, "Fine." I can't imagine players arguing that they NEED to be involved.And why do they need to be involved with the design process?
So if a player came to you and said, "Hey, I'm just dying to play a duelist. Honestly, I just really want that Canny Defense and Precise Strike. It'll be soooooo cool!" you would honestly tell them that they've got enough options already and should just be grateful for what they get? I mean, it's your campaign and you need to do what you think is best, but I try to make sure all my players have fun and if Fred explained that he would be having more fun with a given prestige class, I would make an effort to meet him half-way on that.Player's have plenty of options wihout adding new ones.
Do you seriously have this problem with the people you game with? My sympathies. I'm lucky enough to have players who understand that they can come to me with their ideas and I'll make every effort to give them what they want.Defining a new PrC is simply not needed, and can create the perception (in other players or the DM/player relation) of impropriety.
Just so's we're clear: I agree with you. I get final say on anything that comes into my campaign, too. There are exceptions to that, but they are usually campaign specific (my current superhero soap opera, for example, puts a lot of control in the players' hands).randomling said:I'm not a very experienced DM (yet), but I think that while I want the PCs' characters to be as close to their concept as possible, I still want my world to be my world. If a character wants to take a prestige class with such-and-such a concept and it fits into the setting, then I'll design a PrC with that concept -- but I would get the final say on abilities, duties, flavour text and all the rest. (Of course, then it's a free choice on the part of the player whether they want to take it or not.)
Don't sell yourself short. The above is pretty good sense.But that's just me.
randomling said:I'm not a very experienced DM (yet), but I think that while I want the PCs' characters to be as close to their concept as possible, I still want my world to be my world. If a character wants to take a prestige class with such-and-such a concept and it fits into the setting, then I'll design a PrC with that concept -- but I would get the final say on abilities, duties, flavour text and all the rest. (Of course, then it's a free choice on the part of the player whether they want to take it or not.)
These are good things, but everybody gets them. Only a select few can ever be an {insert PrC of choice}.
Case in point: my Robin Hood example from above. Are you really telling me that generating him simply as a Fighter / Ranger would be anywhere near as distinctive and "true to the concept" as a PrC would be?
So if a player came to you and said, "Hey, I'm just dying to play a duelist. Honestly, I just really want that Canny Defense and Precise Strike. It'll be soooooo cool!"
I am. I'm also, for the most part, a non-D&D roleplayer. However, we're discussing theory, and I'm not bringing my alternate rules campaign into this - I'm talking entirely within the set rules of D&D straight up, no ice.originally posted by incognito
In this you are probably the exception seasong - your world has pretty non-standard advancement, amogst other things.
A PrC, however, is not a change to the system. As above, this has nothing to do with my arguments.That being said, I suppose you could make other changes to the world: roll d6's for everything (saving throws, to hit, spell resistance, initiative), and instead of having HP, have wounded conditions (light, moderate, severe). Ooopps - they have that game already, it's called SHADOWRUN. A fine game, but it's not DnD.
By-the-book, a player can totally hose the balance of the game. It's as simple as that. A blanket rejection of PrCs will not fix that. If you want a balanced game, you must screen characters, and personally, I can screen PrCs as easily (if not more easily) as I can screen subtly designed core class Smackdowns.Within the concept of the DnD game, I am looking for here isthe nod towards balance, and reason. Players do not NEED to be involved in every aspect of the game, in fact. It is likely to be more detrimetal, than less.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.