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Man, I miss the days of good, solid, utilitarian Prestige Classes
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<blockquote data-quote="Felon" data-source="post: 2439527" data-attributes="member: 8158"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p></p><p></p><p>A combination of all of the above, I suppose.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Felon, post: 2439527, member: 8158"] 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. 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. A combination of all of the above, I suppose. 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. 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. [/QUOTE]
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Man, I miss the days of good, solid, utilitarian Prestige Classes
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