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Prestige Classes

Prestige Classes

  • I use them lots!

    Votes: 88 31.2%
  • I use them some.

    Votes: 118 41.8%
  • I use them rarely.

    Votes: 60 21.3%
  • I do not use them!

    Votes: 16 5.7%

Rarely. As a DM I hardly ever use PrC simply because they complicate the build for NPCs, but now that WotC is giving example for PrCs I would tend to use them more frequently but right now am playing not running. As a PC I never used them in the past, but am considering them more often. Currently I have a Cleric PC in a campaing that is about to start Demonweb Pits. I have talked to the DM and gotten a look at the Demon Wrecker and will likely be taking that at 10th level as he needs a feat to qualify. Generally, however, we allow enough customization of base classes through trade outs of skills and occasionally of features that more often than not I dont need a PrC.
 

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As a player, I have occassionally used them, though I tend to stick with base classes more often than not.

As a GM, I have not used them much in the past, but a home-brew campaign I am developing will use prestige classes often. I lowered the level requirements somewhat and tied the prestige classes to specific organizations so that it now makes sense for members of the Kings Guard to be a prestige class, yet only 3rd level for the majority involved in the organization.
 

I use em sometimes. I give out a lot more feats in my game, and many abilities are available through feat chains, so the need for them in many cases is rather low. Theres 6 PC's, 3 have a prc, 3 dont. Of the 3 that do, 2 are "patch" prc's to help multiclass combos (a bard/ urban ranger and a greenbond/ranger) be up to snuff.
 

As a player, I rarely use prestige classes. With the right combination of feats and skills, I can generally accomplish what my character concept is. As a GM, I'll use them when appropriate if I already have access to it, but I don't go looking for new prestige classes. Generally, my opinion of prestige classes are they come in three types:

20% all around functional and logical extensions of the base classes and useable in a variety of situations.
30% function for specific settings they were designed for, but either too much work to modify or totally impractical for most situations.
50% only exist to circumvent some existing restriction in the base classes or the rules, or set up some weird set of powers that unbalance the game
 

I use them for NPCs only -- and only for a real good reason (thralls to demons spring to mind). I haven't allowed them for PCs.
 


I like PrCs and I let the players use them freely (with a very small list of disallowed PrCs).

There are some combinations that are unbalancing, of course. But then again, I don't play with powergamers. I play with people who like to put good imaginations to good use. They aren't wanting to "win." They just want to have fun.

If they want to use PrCs to have fun, cool. If they want to use base classes to have fun, cool. I guess I feel grateful to not have to worry all the time about brokenness. That lets me open up much of the game without having to "control."
 

Usually, my players just think they're too much work. I think they're mostly a good thing, though sometimes I wish the problems they work around just weren't problems to begin with. Some seem pretty superfluous, but eh...more positive than negative, over all. :D
 

Bardsandsages said:
20% all around functional and logical extensions of the base classes and useable in a variety of situations.
30% function for specific settings they were designed for, but either too much work to modify or totally impractical for most situations.
50% only exist to circumvent some existing restriction in the base classes or the rules, or set up some weird set of powers that unbalance the game

You forgot the section thats designed to inflate an NPC's level without actually making them more of a challenge. Acolyte of the Skin, I'm looking at you.

A large portion of them are really underpowered. Anything aimed at a pure caster that gives up more than a couple of caster levels is worthless as far as I'm concerned. The ability to cast jump at will or whatever other crap you get in exchange for losing 9th level spells isnt good mechanics.

Complete Scoundrel had a pretty bad crop of these. Master of Masks and Fortune's Fool in particular struck me as bad.
 

I use prestige classes a lot. I use them because of many reasons:

---My players enjoy combining classes and prestige classes together and calling their characters by a unique title. It's no longer the Paladin/Cavalier/Divine Champion of Helm, but Guardian Holy Knight Blessed of the Everwatchful and his mighty steed or some such. They don't combine them for power-play, that should be discouraged and any DM that complains about prestige classes only being used for the sole reason of munchkinism needs to take more control of their games.

---I can create all sorts of baddies. NPCs and creatures, my players are always surprised. Considering we're japanese-anime fans, we love the whole "unique" theme a creature or NPC possesses whenever I slap together some modified statistics, feats, skills, HD, classes and prestige classes.

---Sometimes my players are looking for a type of character that can't be met by taking a class, multiclassing, a few feats, and skill points. It's the prestige class that helps fill this blank spot.

---Prestige classes, if used correctly and worked on a little, can add more verismiltude, variety, and richness to a campaign setting. If used for evil, well, you as a DM need to step up a notch and Rule Zero the actions your munchkin players are doing
 

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