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Prestige Classes - A Crutch?
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<blockquote data-quote="ColonelHardisson" data-source="post: 1229078" data-attributes="member: 363"><p>I'm not entirely sure I understand your complaint. Is it just that you think some of these combos and PrC's are overpowering in some way, or that you disilke that people like to have choices when they play? This is a game we're discussing, after all, a leisure pursuit, as Psion said, not a job or religion or whatnot that requires adhering to a strict dogmatic paradigm. People want choices. You can limit them in your campaign if you'd like. It's easier to take out than put back in - you can eliminate multiclassing from your game, but if it wasn't available, you'd have a heckuva time putting it in (assuming the game had been designed not to accomodate it).</p><p></p><p>Some of your reasoning seems to come from the assumption that being able to survive combat is the overriding ability in the game. It's not, at least for a lot of us. Yeah, in a hack 'n' slash campaign like those I played in back in 1979, when I was 13, the ability to either deal out or avoid damage was paramount. That was fun - then. And, yes, I know that many decry the current game's focus on combat. But I can tell you, from experience with the new game, most of the other abilities and skills that work outside of combat are pretty dadgum important, at least in the games I've played in. In essence, these class combos and PrC's you are deriding are eggs with hammers - really good at one thing, but easily taken out when removed from their element. And <em>that's</em> what makes (well-designed) PrC's and multiclassing viable - the fact that, for the most part, they take away something in return for something else. I <em>guarantee</em> that as a DM, if I see a player loading up on classes just to be unkillable in combat, I'm gonna recognize that the PC in question is gonna overshadow other party members <em>in combat</em>, and I'm going to design scenarios that allow for the use of abilities other than combat survival. Even if a DM doesn't recognize this, eventually it will be seen in play, and even the newest newbie DM will know enough to adjust. Either that, or the campaign is gonna fall apart. It's not the game's fault if it's abused. An analogy I used to use was that of a car - just because you <em>can</em> drive 120 miles an hour doesn't mean you <em>should</em>. And if you wreck, whose fault is it? Yours or the car's? After all, a car can be used for a lot of other things besides driving fast.</p></blockquote><p></p>
[QUOTE="ColonelHardisson, post: 1229078, member: 363"] I'm not entirely sure I understand your complaint. Is it just that you think some of these combos and PrC's are overpowering in some way, or that you disilke that people like to have choices when they play? This is a game we're discussing, after all, a leisure pursuit, as Psion said, not a job or religion or whatnot that requires adhering to a strict dogmatic paradigm. People want choices. You can limit them in your campaign if you'd like. It's easier to take out than put back in - you can eliminate multiclassing from your game, but if it wasn't available, you'd have a heckuva time putting it in (assuming the game had been designed not to accomodate it). Some of your reasoning seems to come from the assumption that being able to survive combat is the overriding ability in the game. It's not, at least for a lot of us. Yeah, in a hack 'n' slash campaign like those I played in back in 1979, when I was 13, the ability to either deal out or avoid damage was paramount. That was fun - then. And, yes, I know that many decry the current game's focus on combat. But I can tell you, from experience with the new game, most of the other abilities and skills that work outside of combat are pretty dadgum important, at least in the games I've played in. In essence, these class combos and PrC's you are deriding are eggs with hammers - really good at one thing, but easily taken out when removed from their element. And [i]that's[/i] what makes (well-designed) PrC's and multiclassing viable - the fact that, for the most part, they take away something in return for something else. I [i]guarantee[/i] that as a DM, if I see a player loading up on classes just to be unkillable in combat, I'm gonna recognize that the PC in question is gonna overshadow other party members [i]in combat[/i], and I'm going to design scenarios that allow for the use of abilities other than combat survival. Even if a DM doesn't recognize this, eventually it will be seen in play, and even the newest newbie DM will know enough to adjust. Either that, or the campaign is gonna fall apart. It's not the game's fault if it's abused. An analogy I used to use was that of a car - just because you [i]can[/i] drive 120 miles an hour doesn't mean you [i]should[/i]. And if you wreck, whose fault is it? Yours or the car's? After all, a car can be used for a lot of other things besides driving fast. [/QUOTE]
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