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<blockquote data-quote="Desdichado" data-source="post: 74609" data-attributes="member: 2205"><p></p><p>Presumably they're doing so with multiclassing or buying skills at a penalty. A core assumption of D&D that's as old as the hills is that characters are specialists and the team is the jack of all trades. The mechanics, relative to other games, like GURPS, for instance, don't allow you to be good jacks of all trades otherwise. <em>Most</em> published prestige classes actually narrow your focus considerably even from the core classes.</p><p></p><p>As to your other points, I agree that just because Fists of Hextor are "official" they shouldn't be used: they should only be used if the concept fits the campaign. My point with that one was that it was a concept that fit many campaigns, and was thus one that you could expect to see used often.</p><p></p><p>And although in theory, the best prestige classes for each campaign are the ones designed specifically for that campaign, in reality many DMs lack the time, inclination, confidence or know-how to develop decent classes on their own, and are thus content to simply use published classes. Personally, I prefer to make minor tweaks and modifications to extant mechanics rather than try to create my own. Also, with the proliferation of prestige classes that we have by now (must be hundreds published by Wizards of the Coast alone, what with <em>Oriental Adventures</em>, the splatbooks and <em>Dragon Magazine</em>) it's hard to believe that somewhere out there someone hasn't done your concept already and you can borrow and tweak it rather than start over. Maybe not, if your concept is <em>really</em> unique, but I think that's not what's happening most of the time.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 74609, member: 2205"] [i][/i] Presumably they're doing so with multiclassing or buying skills at a penalty. A core assumption of D&D that's as old as the hills is that characters are specialists and the team is the jack of all trades. The mechanics, relative to other games, like GURPS, for instance, don't allow you to be good jacks of all trades otherwise. [i]Most[/i] published prestige classes actually narrow your focus considerably even from the core classes. As to your other points, I agree that just because Fists of Hextor are "official" they shouldn't be used: they should only be used if the concept fits the campaign. My point with that one was that it was a concept that fit many campaigns, and was thus one that you could expect to see used often. And although in theory, the best prestige classes for each campaign are the ones designed specifically for that campaign, in reality many DMs lack the time, inclination, confidence or know-how to develop decent classes on their own, and are thus content to simply use published classes. Personally, I prefer to make minor tweaks and modifications to extant mechanics rather than try to create my own. Also, with the proliferation of prestige classes that we have by now (must be hundreds published by Wizards of the Coast alone, what with [i]Oriental Adventures[/i], the splatbooks and [i]Dragon Magazine[/i]) it's hard to believe that somewhere out there someone hasn't done your concept already and you can borrow and tweak it rather than start over. Maybe not, if your concept is [i]really[/i] unique, but I think that's not what's happening most of the time. [/QUOTE]
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