How many PrC's in your campaign?

Assuming that you are not just accepting anything providing that you get to look it over first, how many PrC's do you allow in your campaign's? And why do you choose what you do allow?


As a DM I don't like a large number of them, mainly because all too often they are just specialities of existing classes. Example being, you don't need an Assassin PrC when the Rogue class will do. I like them to represent something specific in my game. One or two of my players would like a bit more of an option though.

I'm getting ready to work out a generic campaign using the GreyHawk setting. Its generic enough that I can do what I want with it, and no one in the group can look puzzled cos they don't know any backstory or anything about the setting really. And I want to choose suitable PrC's classes (or make up a couple) that will fit what I have in mind.

So I'm just wondering how you decide and how many you allow currently?
 

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No idea. They ar ereally only there for the PCs so it depends on what they want. I rarely fully stat out NPCs and worry about what classes they have and little things like that.
 

None for the players. They can play jedi, judges, mutants or aasimar paladins in addition to the standard PHB classes in my current game, though.

I just play the NPCs as written.
 

I tend to have three categories of PrCs:

Those I know have a specific role in my game.
Those I know I will not be using for game balance or campaign concept reasons.
Those that don't immediately inspire me as belonging in the game, but I would consider allowing or adapting such a PrC for game use.
 

Interesting. To me Prestige Classes are not Player tools, but something added to the game by the DM who should be choosing them to fit the campaign world, much as it suggests in the DMG.

I'd like any that I choose to be specific to the setting that I am playing. In this case a homebrewed cersion of GH.

I'm being torn between setting whats acceptable in quasi-stone/mud, and letting players approach me with a concept and choice before character creation starts.

I spoke to two of my players and they are happy with option 1 (quasi-stone). A third would probably prefer that I be more open though he would be happy with me listing them before hand.
 

I've always felt that the realization of any character concept is possible with the d20 PHB classes, especially with easy customization through skill & feat selections. Player complaints that I've heard are usually because the character is not as powerful without the alternate/prestige class (or not as powerful as quickly).

I incorporated classes from other games because I wanted to raise the power level and to see how those characters would fare in a D&D game. By and large, it doesn't save them when the chips are down. (Firearms are a big boon, however...)

So, your game is probably safe from whatever broken PrCs are out there.
 

I've found that Prestige Classes are one of the prime ways the PCs have of influencing my world.

I never had a thought for the Shadowdancer, then one of the PCs wanted to play one so I had to discover how it fit into the world. (A secret order of Xan Yae initiates, sworn to fight against those who would upset the balance, such as Vecna).

Although there are a few that I probably wouldn't allow because they really wouldn't fit into the campaign, I don't make that decision until a player comes up to me and asks me if he can take a particular Prestige Class.

So far, I've seen:
* Order of the Bow Initiate
* Dragon Disciple
* Blackguard (NPC)
* Pyrokineticist
* Shadowdancer
* Dungeon Delver
* Cavalier
* Eldritch Knight
* Spellsword
* Dwarven Defender
* Duelist
* Mindbender

Cheers!
 

Anything may be allowed. Any race, any PrC, any feat, any concept. Anything.

Every character (not every component, just the whole thing) must be passed by me first.

If you have a goal, or an amazing tactic in mind, tell me about it and we'll discuss it.

If you come up with something that will contribute in a negative fashion to enjoyment of the game, and that is your intent, expect my displeasure.

If you come up with something that will contribute in a negative fashion to enjoyment of the game, and it was an accident, I'll explain the problem to you, and we'll fix it together. If the solution doesn't work in game, we'll try again.

If you suddenly turn up with something that is game ruining (ie - you just noticed that because you have feat X, spell Y and PrC Z you can kill anyone you wish without having to lift a finger), we'll immediately have a chat and remedy the problem. The remedy may be as simple as you agreeing not to do it, or as harsh as your character having a terrible accident as the fates convene to save the world.

In other words, I trust my players not to want to ruin my game. If they betray that trust, their enjoyment will be the first thing sacrificed to save the game. I find this leads to me having to do a lot less house-ruling and reading through musty tomes than having to specify what is in and what is out up-front.
 

I feel there are just far too many PrCs--even just counting WotC material--for me to compile a list of "allowed/disallowed" PrCs in advance. On the other hand, I too believe that PrCs should be a tool for shaping the world first, and a player option second.

My solution is very much like Psion's, or so it seems. In my homebrews, I have a list of the PrC that are common, and where they fit into the various societies. I also have a list of PrCs I will not allow under any circumstances. Both lists are very, very small. For the most part, I judge a PrC individually, if and when a player brings it to me. If he and I, working together, can find a place where it truly fits into the world (and assuming I have no mechanical issues with it, of course), I'm happy to allow it. If not, I don't.
 

Actually being used? Two by PCs, more than that by NPCs (can't let my players in on that secret).

I've approved perhaps 25 for use in the campaign, but so far no one has felt like the benefits were worth the effort to meet the RP prerequisites (joining the guild, doing the quest, whatever). PrCs in my campaign simply aren't another class you tack on to a character once you've taken a few feats and skills. They have meaning -- and obligations.
 

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