Prestige Class woes

PJ-Mason said:
I haven't seen any prestige class that couldn't be handled by feats or multi-classing, or even at least a feat chain or template.

Try getting a feat chain when you're a sorceror. What do you end up with? Every single feat used up. They don't get any bonuses, remember?

And multiclassing is not going to work because non-spellcaster classes don't grant spellcasting levels.

And once you start getting into templates, you've got a problem. How do you apply a template if it's more than an effective ECL 1?

Do you perhaps split it up? Spread the abilities across a few levels?

So now you have some levels without bab, hitpoints, saves, skillpoints and feats. Doesn't doing that cause lots of problems? Well, then lets hand out some bab, hitpoints, saves and skill points, but reduce the template powers each level.

Oh, wait. That's a prestige class. Bummer eh?
 

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Psion said:
Right. You can do that. Which is part of the beauty of the book. If you are a prestige class hatah, you can still use most of the text of the book..

Hatah!? I like to think of myself as more of a D&D Radical. :)

Psion said:
That is what makes the classes therein a superlative crafting tool. You take the MoA prestige classes just to get the moves you picture your character having and then move on. If you did the same thing buying that many feats just using your fighter feats, you would end up with a substandard character.

IMO, That is more of an arguement against that book, than it is FOR prestige classes. i'd have to re-examine that book since its been awhile, but i remember looking at some of those feats and thinking they were TOO powerful for feat. So i don't know that i agree that a fighter taking these would be substandard. Some of those were chain-feat type abilities that ended up quite potent!!

Psion said:
But multiclassing alone has restrictions. Unless classes in a multiclass combination have a particularly good synergy, the capabilities of some multi-class characters (like the fighter/wizard being alluded to here) falls behind that of a single class character too quickly. So to realize the freedom you want, you face the restriction of playing a character who is a limp noodle compared to the rest of the party. Freedom to make the character you want with such a cost attached is not freedom. With spellsword, eldritch knight, bladesinger, and the like, I can make a fighter/wizard type character who can hold their own. THAT is freedom.

I don't see multi-classing as a restriction. You expanding your range of abilities in exhange for pure power. Unless you really synergize, as you say. Thats not a restriction, thats a choice and a logical give-and-take. I always mutliclass and don't find my characters to be inferior. In this example, your using prestige classes to power game around the logical ramifications in multi-classing characters. Another reason to dislike prestige classes, imo. Its not only restrictive, the prestige class is sooo much slopier than feats or even templates.

Psion said:
And this brings up the other point:
Classes have to do more that provide players with whatever they want. They have to provide archetypes that play roles in the game. There's more going on here with just freedom. If freedom to make whatever I want was the only issue, I'd play hero, not D&D.

Classes and game mechanics should exist to allow players to create their own archetypes, not exist to dictate them. Prestige Classes dictate (and so often poorly to boot). Unearthed Arcana (and Arcana Unearthed for that matter) are big steps in the right direction for D&D, IMHO.

Psion said:
Yes he does. He realizes that there are people out there who don't like PrCs and caters to them, too. As well as people who just want a maneuver or two, for whom it's not worth taking a prestige class. This gets back to what I was discussing in my last post... different tools for different jobs. Masters of Arms is just sort of a leatherman, which is good for a few different jobs. ;)

I still maintain that they are perfect example of the worst kind of prestige classes. No back story and they don't do anything but give you something you could already be getting without the class. Like the Axe Master, they all give fighter bab, fighter saves, then 5 regular feats and 5 maneuver feats. No siginifcant mechanical reason for theses prestige classes to exist and certaintly no background or campaign reason either. Unless your campaign setting is Axe World or something. Even then, this prestige class wouldn't likely get that job done. In hindsight, these maneuvers would work great in a style form, like in the Complete Warrior. Feat Chains are still the best option, though.
 

PJ-Mason said:
i'd have to re-examine that book since its been awhile, but i remember looking at some of those feats and thinking they were TOO powerful for feat. So i don't know that i agree that a fighter taking these would be substandard. Some of those were chain-feat type abilities that ended up quite potent!!

Did you happen to read the section at the beginning of the book about designing maneuvers? Some pretty extensive and matter-of-fact mathematical analysis went into desinging those maneuvers to keep them from being too powerful. That's pretty hard to ignore, IMO, unless you can make a case why his numbers don't pan out.

I don't see multi-classing as a restriction. You expanding your range of abilities in exhange for pure power.

To borrow a quip from the past, more ways to suck does not make for a more desirable character.

You dismiss one of the fundamental tenets of game balance: players tend to not take substandard choices, even if it fits their concept. Making a character concept undesireable by making it substandard is not a tolerable venue for allowing the choice. You may as well not allow the choice at all.

Of course I feel like I am just rephrasing what I have already said, but I don't know how else to get across what I really consider to be a pretty simple and apparent principle of game design.

Classes and game mechanics should exist to allow players to create their own archetypes,

You are playing the wrong game then. Try Hero. D&D will never do this properly and remain D&D. (And IMO, games that do let you craft whatever you want come with the additional overhead of GM micromanagement and can never REALLY deal with all the potential abuses and balance issues, and requires the GM to herd players into ad hoc archetypes as the game won't do it for them.)

not exist to dictate them.

What about them "dictates"? You aren't FORCED to take a prestige class, nor take it for more levels that satisfy your concept. You chose one only because it appeals to you.

I still maintain that they are perfect example of the worst kind of prestige classes. No back story and they don't do anything but give you something you could already be getting without the class.

No (or light) backstory just makes it that much more portable and flexible. It seems to me you want to have your cake and eat it too (you want unfettered freedom of choice AND you want rigid faith to a rigid backstory). And from where I am standing, that makes it look very much like your arguments are being manufactured to justify your hate, instead of there being an authentic source to it, or that you are misidentifying the real source.

Like the Axe Master, they all give fighter bab, fighter saves, then 5 regular feats and 5 maneuver feats. No siginifcant mechanical reason for theses prestige classes to exist

Once again, yes there is: they give you neat moves with an axe. The background is obviously someone who has trained with an axe for some reason. I think most players and GM who can take it from there.

and certaintly no background or campaign reason either.

Nobody in your campaign setting uses axes enough to develop special moves with it?

Unless your campaign setting is Axe World or something. Even then, this prestige class wouldn't likely get that job done. In hindsight, these maneuvers would work great in a style form, like in the Complete Warrior. Feat Chains are still the best option, though.

Feat chains would be too costly. Unlike the must have fighter feats (weapon specialization, improved critical, etc.), different maneuvers cannot be performed in the same round, meaning they do not accumulate. If you spend lots of fighter feats picking up maneuvers, your character will be substandard compared to a single class fighter specializing in an axe, taking improved crit with an axe, etc.
 

PJ-Mason said:
I don't see multi-classing as a restriction. You expanding your range of abilities in exhange for pure power. Unless you really synergize, as you say. Thats not a restriction, thats a choice and a logical give-and-take. I always mutliclass and don't find my characters to be inferior. In this example, your using prestige classes to power game around the logical ramifications in multi-classing characters. Another reason to dislike prestige classes, imo. Its not only restrictive, the prestige class is sooo much slopier than feats or even templates.
That argument makes no sense to me. Unless, of course, you accept that the base classes are so iconic that no other configuration is even natural, and therefore to acquire this "flexibility" of operating outside your core class, you need to give up power.

And anyway, the much repeated mantra of "that's the tradeoff you get for flexibility" is a non sequitar anyway. I don't think anyone who's against multiclassing (like myself) is trying to get flexibility, we're just trying to get a different archetype than the core 11 base classes. After all, several of those are pretty flexible already, but many of them are not. If I want a swashbuckler, to use an easy example, I don't want to multiclass between fighter and rogue, give up my relative effectiveness, and end up with a bunch of abilities that really don't even fit my archetype at all (heavy weapon proficiency, for example, or access to the Use Magic Device skill.) I want a class that allows me to play the swashbuckler archetype, and to be as generally effective over the course of a campaign as any other choice would have given me.

I guess that's a bit of a tangent from your point, but it does pull it back a bit towards the whole point I had in mind when I started this thread.
 


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