Mistwell said:Hey, what is all this hating about? Hong is not teh suck!
James McMurray said:Tellerve: Some prestige classes (such as Fang of Lolth, Temple Raider of Olidammara, and the like) are most definitely there to add flavor to a character.
Others, such as Archmage and Weaponmaster, are there to increase a character's power in a specialized area. In other areas those characters will generally be weaker than characters of a base class.
Finally, there is the Arcane Trickster, Mystic Theurge, and Eldritch Knight. These guys are there to plug multi-classing rules holes.
I don't think that there is a hard and fast rule of "what a Prestige Class should be." It all depends on the class.
Mistwell said:Do you often speak using "iow" as shorthand?
If you write something as you would speak it, you would use less shorthand.
hong asked:
One might ask, if a class has its most notorious ability removed, whether it's really the same class anymore. I mean, yes, there's a saying about giving your left nut to get something, but it's just a _saying_, man.
James McMurray advises:
If you go to his profile you can set him to ignore. I've recently done it and it has saved me quite a bit of annoyance, given that his posts rearely make sense, and even when they do they are too rude for my tastes.
Tellerve asks:
Anyways, James, are you of the opinion that PrCs are supposed to be better or just add flavor to a campaign to represent a certain racial/cultural or whatever class. The reason I ask, is that many PrCs are made to be in my opinion superior to straight core classes. I don't necessarily think that is bad, as long as you can't get it till higher then I feel it should be warranted to have some extras.
Spikey Freak asserts:
First, a PrC can't be broken by being too weak. The term broken, in reference to game balance, refesr to something that is so powerful it "breaks" the game.
Actually, my understanding of broken is "not within reasonable balance range of other comparable game elements". Some spells are brokenly STRONG (and should climb in level and/or be nerfed), others are brokenly WEAK (and should drop in level and/or be strengthened). The power curve goes both ways, in essence.
Second, I think some people need to reevaluate what "balance" is for.
If a character finds something that makes that character insanely powerful at that one thing, nerfing it for no other reason isn't the sign of a good DM.
Balance is there to make sure everyone has fun. If one character consistantly outshines all other characters, then something needs to happen.
I agree. The corrolarry is, if one player is consistently outshined by all other characters, then something also needs to happen.
If this insanely powerful character doesn't take fun away from any of the other characters, leave it alone. If a rogue finds a way to always disarm a trap, its not going to take fun away from the other people. If a mage finds a way to kill oponents so quickly the other players don't get to do anything, then something needs to be done.
... unless the other players are happy with that, of cours.
And lastly, if a character is causing problems with people out of game, an ingame solution that hasn't been talked about is the cowards way. Draining the cha of a sorcerer that is powrful, when it hasn't been discussed with the player, is a damn good way of loosing a player. The DM shouldn't screw with characters without at least talking with the player about it.
--Friendly DM Spikey
Hallelujah, brother. Nothign ticks me off more than a GM who won't give me credit for not wanting only to powergame and grab all the power I can get. If a GM says "X abilityof yours seems like a problem, it's detracting form teh fun of the group ... let's figure out a solution that doesn't screw you, either" -- I'm inclined to work with him.
OTOH, if the GM says "You powergamed, so now you have to pay the price. Ability X is now gone!" -- I'm inclined to quietly pack my books, get up, and leave -- never to return.
And always keep in mind: the GM's fun is just as important as any single player's fun. So if a GM comes to me and says "Dammit, I can't figure out how not to get dropped by <insert ability here>, and it's driving me crazy" ... I'll actually SUGGEST a few ways, even if said ability is one possessed solely by my character.
I'd rather the game was fun and continued for months to come ... than "win" in some petty way.
...
And that's how all classes, feats, and spells -- all classes, not just the PrC's -- need to be handled: so long a they promote mutual fun, they're fine. The moment anyone has less fun due to a class, spell, or the like ... something needs to be looked at more closely.
Since you're going that far in making up new rules just to screw the players, why stop with ability drain? Every time a PC starts getting on your nerves, just say that a meteor falls out of the sky and squashes him dead. It'll be a more permanent solution, and only very slightly more annoying to the players.blargney said:
There aren't many 'broken' problems that can't be fixed with the judicious application of permanent ability-draining monsters. A PC has too much Charisma, and his spells are irresistable? OOPS, he just drank a poison that makes him lose 2 points permanently. (Or at least until he successfully completes a very entertaining quest...)
(Psi)SeveredHead said:
I've never seen the Raider, but the Hand of Lolth looks fine to me.
The weaponmaster is a bit stronger than a fighter, IMO (they're weaker at ranged attacks) but the archmage 3.0 is a lot stronger than a mage. Yes, you lose out on feats, but you gain something much better. You lose out on spell slots, but your lower level spell slots become so much better that it's not really a cost.
Disintegrate was, I think, was overpowered but not broken. However, an archmage using Disintegrate was way over the top. Disintegrate goes through most defenses that protect against Finger of Death (except Displacement or a very high touch AC), and when used by an archmage it practically ignores the universal defense.
There never should have been a prestige class called archmage (and it's abilities worked very differently from the PrC designer's intentions). To be an archmage, you need to do the following:
1) Role-play.
2) Gain levels.
Then you gain the following benefits:
1) Higher-level spells, boosting your save DCs.
2) Higher Int, boosting your save DCs.
3) Better items, which might boost your save DCs.
4) More feats, which might boost your save DCs.
Congratulations, you are now a high level mage, and you don't need to take a prestige class just to be a high level mage.
My troll-meter's going off here.TheShoveller said:I don't use prestige classes much in my games, but I do keep hearing people saying there are problems with this one and that one. I particularly hear about the Halfling Outrider from Sword and Fist.
So, in your opinions, which are broken and why?