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Just a thought about prestige classes.
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<blockquote data-quote="Li Shenron" data-source="post: 6461841" data-attributes="member: 1465"><p>This has been WotC's intention at least since the time during playtest when they revised feats to be larger than in previous editions. Perhaps they were targetting more at single feats to represent the concept of a single prestige class, but clearly if the concept implies a lot of features/abilities, then using a chain (or a non-sequential set) of 2-3 feats is appropriate.</p><p></p><p></p><p></p><p>I guess there has been normally two approaches to prestige classes in the past: the most common was to just let players pick any PrCl they want and then find an in-story explanation; the other way is to have the DM control access to PrCls based on the story, which seems to be what you want to do, and it's a totally viable idea.</p><p></p><p>On more general terms, note that these two approaches connect with the two general approaches to world-building: cooperative (players' choices for their PC define or influence what exists and what not in the fantasy world) vs directed (the DM is like a movie director which decides what exists and what not in the fantasy world). I think it's useful to know, so that you can make your choice to better suit what the players - including you - expect from a game of D&D.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6461841, member: 1465"] This has been WotC's intention at least since the time during playtest when they revised feats to be larger than in previous editions. Perhaps they were targetting more at single feats to represent the concept of a single prestige class, but clearly if the concept implies a lot of features/abilities, then using a chain (or a non-sequential set) of 2-3 feats is appropriate. I guess there has been normally two approaches to prestige classes in the past: the most common was to just let players pick any PrCl they want and then find an in-story explanation; the other way is to have the DM control access to PrCls based on the story, which seems to be what you want to do, and it's a totally viable idea. On more general terms, note that these two approaches connect with the two general approaches to world-building: cooperative (players' choices for their PC define or influence what exists and what not in the fantasy world) vs directed (the DM is like a movie director which decides what exists and what not in the fantasy world). I think it's useful to know, so that you can make your choice to better suit what the players - including you - expect from a game of D&D. [/QUOTE]
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Just a thought about prestige classes.
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