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<blockquote data-quote="I'm A Banana" data-source="post: 6822176" data-attributes="member: 2067"><p>I like PrC's in principle, but finding them hard to implement in practice.</p><p></p><p>In principle, the goal for a PrC is to be a reward for a player that is both a notable accomplishment in the campaign world (hence, Prestige), and an identity that a character can grow into over the course of play rather than starting the game with. </p><p></p><p>This comes up against 5e's rather elegant XP system (which varies with level and tier to provide some intricate pacing) in much the same way that multiclassing does - taking a dip into a new class at level 2 (or 6) isn't the same thing as taking a dip into a new class at level 10 (or 15), and every level spent outside of your main class is delaying more powerful features (perhaps forever, depending on when the campaign ends). </p><p></p><p>To adhere to the principle, I've found that I'm actually kind of fond of using the magic item system instead of the level/XP system for PrC-style shenanigans. </p><p></p><p>First, as a "magic item," it can properly be considered a reward, and it doesn't need to balance or compete with other class features. It's OK if it's "too powerful" or "too weak." </p><p></p><p>Second, it limits the scope. Your fighter doesn't need to stop being a fighter just because he's a Knight of The Empire of Kyle. </p><p></p><p>Third, there's a scaling system built into it that isn't required - you can have a "common"-tier ability, an "uncommon" tier ability, etc., and getting access to one doesn't negate or require access to any others. If I get the reward at 18th level, I can get the "Legendary" ability without having to go through the others first. If I get the reward at 5th, I can get the "Uncommon" ability, and I don't need to then go into the "Rare" ability unless I'm really invested in it. </p><p></p><p>The only kind-of-hiccup is that in traditional D&D, magic items are meant, to a certain degree, drive the action and help define your character (hence, attunement). This does mean that, say, a "Prestige" that grants +1 to attack rolls with swords might crowd out +1 swords.</p><p></p><p>In principle, I'm cool paying that price.</p><p></p><p>In practice, well, if my players ever pick up the breadcrumbs to Prestige I'm putting down, I'll let you know.</p><p></p><p>(Seriously, how many levels do you have to have a shield that speaks Dwarven to you in your sleep before you <em>try and find out what it's saying</em>?!)</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6822176, member: 2067"] I like PrC's in principle, but finding them hard to implement in practice. In principle, the goal for a PrC is to be a reward for a player that is both a notable accomplishment in the campaign world (hence, Prestige), and an identity that a character can grow into over the course of play rather than starting the game with. This comes up against 5e's rather elegant XP system (which varies with level and tier to provide some intricate pacing) in much the same way that multiclassing does - taking a dip into a new class at level 2 (or 6) isn't the same thing as taking a dip into a new class at level 10 (or 15), and every level spent outside of your main class is delaying more powerful features (perhaps forever, depending on when the campaign ends). To adhere to the principle, I've found that I'm actually kind of fond of using the magic item system instead of the level/XP system for PrC-style shenanigans. First, as a "magic item," it can properly be considered a reward, and it doesn't need to balance or compete with other class features. It's OK if it's "too powerful" or "too weak." Second, it limits the scope. Your fighter doesn't need to stop being a fighter just because he's a Knight of The Empire of Kyle. Third, there's a scaling system built into it that isn't required - you can have a "common"-tier ability, an "uncommon" tier ability, etc., and getting access to one doesn't negate or require access to any others. If I get the reward at 18th level, I can get the "Legendary" ability without having to go through the others first. If I get the reward at 5th, I can get the "Uncommon" ability, and I don't need to then go into the "Rare" ability unless I'm really invested in it. The only kind-of-hiccup is that in traditional D&D, magic items are meant, to a certain degree, drive the action and help define your character (hence, attunement). This does mean that, say, a "Prestige" that grants +1 to attack rolls with swords might crowd out +1 swords. In principle, I'm cool paying that price. In practice, well, if my players ever pick up the breadcrumbs to Prestige I'm putting down, I'll let you know. (Seriously, how many levels do you have to have a shield that speaks Dwarven to you in your sleep before you [I]try and find out what it's saying[/I]?!) [/QUOTE]
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