KDLadage
Explorer
Over on the RPG net forums, there is a discussion of Prestige Classes and how well the classes in teh various splatbooks, DMG, campaign settings and so forth 'work' -- part of the question is asking if the idea of Prestige Classes was a good idea to begin with. That threads is here, so you can read it yourself if you are so inclined.
However, I made a post in that thread that, I feel, sums up a few of my thoughts on world-building, the Players Handbook, Prestige Classes and so forth. I thought I might chare that here, and ask if any of you had any opinions on it. Am I off my rocker, hitting the nail on the head, or somewhere inbetween...? Let us begin.
However, I made a post in that thread that, I feel, sums up a few of my thoughts on world-building, the Players Handbook, Prestige Classes and so forth. I thought I might chare that here, and ask if any of you had any opinions on it. Am I off my rocker, hitting the nail on the head, or somewhere inbetween...? Let us begin.

So far, I would say that the biggest problem with prestige classes has been the misuse of them by players and DMs in the D&D/d20 community.
Prestige classes were never intended to be generic -- so at the most, each example if a prestige class given in the DMG or any of the various splatbooks (or campaign settings, or Dragon Magazine, or what have you) should -- at most -- be seen as a template for the creation of a Prestige class for your campaign. Possible exceptions are those prestige classes in Campaign settings for those people that are playing in that setting.
A Prestige class should be closely tied into the background of a setting. If it isn’t, it is nothing more than a 'bag-o-tricks' -- and this is what causes the Prestige Class concept to break down.
This is also one of the reasons I feel that the Paladin (and to a lesser extent, the Barbarian and the Monk) should have been Prestige Classes. After all, I cannot think of too many High Fantasy campaign ideas that would not include a dedicated warrior (Fighter and/or Ranger), the Religious cast (Cleric and/or Druid), the learned type (Wizard and/or Sorcerer) and the general practitioner (Rogue and/or Bard).
Rangers and Monks represent rather specialized ideas that may or may not be in every campaign.
I feel that after the "Eastern Monk" of the Player's Handbook, an example of a "Western Monk" should have been given, but that is probably just me. I feel that the authors of the book should have made it explicitly clear that, in some campaigns, it will not be appropriate to have both Wizards and Sorcerers, or both Clerics and Druids, or both Fighters and Rangers or what-have you.
In some campaigns, the Dungeon Master will want to select one of each of these pairs (or both, depending upon the game world) and stick with it. After all, in some game worlds, it may not be appropriate to have three Arcane spellcasting classes (Wizard, Sorcerer, Bard) -- it may only be appropriate to have one... or two... or even more (perhaps the rangers of that world are Arcane-Types).
This goes for all of the "and/or" selections above. I can think of a hundred ways that a campaign world might only have the classes Ranger, Druid, Sorcerer and Bard as the core classes; campaigns where the Fighter and the Wizard represent "foreign" ways that are used as NPCs only.
And this (to get back to the topic at hand) is the problem. Prestige Classes taken off the rack are not the way to go in campaign and world building. Pick and Choose -- edit if needed -- before you allow a class -- even a core class -- into a game. Make sure that it feels the way you want your game to feel.
Hell, do the same thing for races, too. Use the Players Handbook, Dungeon Master's Guide and the splatbooks as as worked example instead of hard and fast. It makes your game world a lot more unique and flavorful; and in the end, your players will appreciate it more.