Turjan said:
If you have special wishes, just exchange a feat or an ability from an existing class *shrug*. I really don't see that many original concepts untouched.
I don't want to offer more feats to my players. They have enough feats. I want to offer a career path, with original abilities that improve with level and are sufficiently appealing that a player will pursue it to the exclusion of other options. And then they personalize it with their alloted feats.
Yes, a lot of the broad concepts have had stabs taken at them. And in a lot of cases there's room for other approach. Not everyone's vision of a spiked-chain-wielding specialist is the the chain-swininging, pseudo-kyton boogeyman from Sword & Fist.
JoeGKushner said:
Not really. Between Mongoose's Ultimate Prestige Class collections (1 for 3.0 and 2 for 3.5), in addition to hordes of other PrCs, there have got to be over one thousand non-official PrCs. I don't see the huge need to focus on generic PrCs anymore. Especially since there aren't that many niches left to fill if you start counting alternative core classes.
I can see where someone would think that if they had an extensive collection of unofficial classes. Personally, I tend to find the unofficial classes to be pretty poorly-designed on the whole. Mongoose's in particular; when I see a class that gets the ability to take 20 on a skill check I know something's very wrong.
Li Shenron said:
Why do the players take prestige classes? Is it because they are looking for something to add to their PC's story, background, motivation, etc? Or is it because they see the PrCls nifty abilities and want a power boost? Or does the PrCl open up some new strategic option?
A combination of all of the above, I suppose.
For power and option I am rather demanding that the game provides them to the base classes, without the need for a PrCl. Feats are much more simple and clean to use: if you just want to be a better archer with a specific trick, you should be able to get it as a feat provided you meet some prerequisites. The original mistake the designers made with feats was to give too few of them. If you build a PrCl around that ability you're complicating the matter a lot. Now you have a whole class, which requires you to balance it about other features (BAB, HD, skills, spellcasting levels...) which have nothing to do with your archer special ability.
I want to complicate matters a lot. Maybe that archer PrC has abilities so good that they merit not merely the acquisition of that new ability, but the sacrifice of some other assets. Maybe it's very strong in terms of offense, but comes at the expense of a lower hit dice. Or conversely, maybe the archer PrC is geared towards a ranger, and I don't want to see the concept involve taking a bunch of fighter levels and consequently taking a hit on skill points. Maybe an archer should have a good Reflex save instead of Fort.
At least if the PrCl shows a clear progression of the features (and not a mere collection of them) then it makes more sense to make it a class. But in general I wish the gaming options weren't so much tied to prestige classes at all. I am quite sure that it would be possible and even easy to break down all prestige classes into feats.
See above for why I don't completely agree. Feats are add-ons, extras, enhancements. A class is a path with give-and-take, and it has other things associated with it other than special abilities, as yourself pointed out. When a characters takes a level of havoc mage, he's actively sacrificing a level of advancement to get the ability to battlecast, as well as a better hit die and good Fort save. It makes him much more unique and balanced than just staying a wizard and expending a feat.