Prestige classes as branches

I don't think branches would be a good replacement for prestige classes.

Branches are not a bad idea (see the Fighter, who can jump from branch to branch in the martial feat trees, is the closest D&D example). But if they're too linear, then they lose interest. That's why all branched classes (D&D cleric, fighter, psion, wizard, AE champion, totem warrior, witch) have their branches at the first level. You start as a cleric of Good and Healing, as a psion-nomad, as a necromancer wizard, as a champion of knowledge, as a wolf warrior, or as a winter witch.

With multiclassing and prerequisite-based branches (feats, prestige classes, substitution levels) rather than path-based branches (what you propose), the number of combination is an approximation of the infinite. While with what you propose, it would be greatly reduced.
 

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This takes a lot of options away from the players. I don't like that. The point of prcs (or A point, anyway) is that you can approach them from many different directions. For instance, a paladin/cavalier is very different from a druid/cavalier. I like being able to mix it up like that.
 

I like the idea. I would also like to be able to customize or add branches to an already existing tree, so to speak, as time goes by.

I don't use PrCs in my campaigns because of all of the pesky prerequisites. I use a lot of alternative core classes, though.
 



I've never played Final Fantasy. Time to digest some feedback. This isn't an idea I planned on doing anything with, just one that popped into my head.
 

philreed said:
I've never played Final Fantasy. Time to digest some feedback.

For some perspective, in Final Fantasy Tactics*, you start out with access to two base classes: the Squire and the Alchemist.

After you achieve enough experience in the Squire class, the Knight, Archer, and Monk open up. The Alchemist opens up White Mage and Black Mage. At any point, you may change class into any class available to you, and you are allowed to choose a subset of your studied abilities (thus, if you've studied Squire and Alchemist abilities, and change class to Knight, you may continue to use either Squire or Alchemist abilities). You may change which class abilities you have "equipped" at any time.

Further along, enough experience in Archer opens up the Thief class. Enough levels in Thief and Monk open up the Ninja class.

Etc., ad infinitum.

The system is entertaining for what it tries to do, but I don't believe it or something similar would work very well in non-FF-based game.

* - Note: It's been awhile since I played, so the actual class interdependencies may be wrong. The gist will be largely correct, I believe.
 
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Um wouldn't this work quite easikly using a feat and talent system?

So I start as a human rogue and use my 2 feats on improved initiative and Speed talent tree (+5 speed). At level 3 I get my bonus Feat which I use to get the Spellcasting Talent Tree - so now I'm a fast rogue with access to magic (use Adept table starting Spell Lvl 0).
Next Feat I can either go for spell feats (say Silent spell), rogue feats, general feats or another Talent tree - I decide my fast spellcasting rogue needs to learn some knifethrowing so get pointblank shot and a throwing knife etc etc etc
 

RangerWickett said:
It sounds kinda like a video game approach to character development. In my spare time I jot down notes about a game that I would like to see released some day, and the characters each have two or three different paths - both powers wise and storyline wise.

You mean like in Seiken Densetsu 3? (Sequel to Secret of Mana, Super NES) There were 6 characters, 3 of which you chose for your party. Each had one starting class (let's take the Thief as example). Then, at one point, you could make a class change - either the light side or the dark side (nothing to do with alignment). In this case, you could become Ranger (light), or Ninja (dark). Later, you had the same choice, so you had light/light light/dark dark/light dark/dark.
 

One thing I like about prestige classes is that they offer different entry paths. Thus if you have an organization made up of PrC characters (or other archetypes that you might make into a PrC, like bounty hunters), the characters have more differences in background, adding to the variety and texture of the "organization" or similar body. A dragon mage that is a cleric or a shaman will be different from one that was a wizard, etc.
 

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