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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Radical prestige class modifications
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<blockquote data-quote="Plane Sailing" data-source="post: 343145" data-attributes="member: 114"><p>I think I'm going off one of the key tenets of the prestige class.</p><p></p><p>The entry requirements.</p><p></p><p>Why is this? What I'm seeing time and time again is that characters are now being designed and planned out specifically with one particular prestige class in mind.</p><p></p><p>I think I would prefer a system which handles it more by role-playing and "testing" by an organisation. There might be some minimum standards (" Let's see you cast a 3rd level spell" / "Demonstrate you can strike at two targets quickly" (BAB6+)) but other than that, it comes down to finding the right people, persuading them (or doing quests for them)... </p><p></p><p>The typical storybook situation is that someone finds a mentor who then trains them in the inner mysteries... not that they start out as a rookie farm boy planning for it... it becomes too mechanistic for my liking.</p><p></p><p>By arranging things this way, it makes it possible for a character to come across prestige organisations at any point in the campaign and decide to attempt to join them, without worrying about the particular selection of feats and stuff behind them.</p><p></p><p>Of course, this might not work in a campaign where any prestige class is allowed in willy-nilly. I keep quite a tight reign on what is available, in order to ensure that each class fits in with the campaign setting which I use. I'm happy that none of the prestige classes which I presently have are so wonderful that they have to be balanced by characters taking rubbish feats/skills beforehand in order to get into them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>This way, prestige classes abilities depend more upon what they get when they are a member of the class, rather than what they have to plan for in their adventuring life ahead of them...</p><p></p><p>Does this have a resonance with anyone else?</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 343145, member: 114"] I think I'm going off one of the key tenets of the prestige class. The entry requirements. Why is this? What I'm seeing time and time again is that characters are now being designed and planned out specifically with one particular prestige class in mind. I think I would prefer a system which handles it more by role-playing and "testing" by an organisation. There might be some minimum standards (" Let's see you cast a 3rd level spell" / "Demonstrate you can strike at two targets quickly" (BAB6+)) but other than that, it comes down to finding the right people, persuading them (or doing quests for them)... The typical storybook situation is that someone finds a mentor who then trains them in the inner mysteries... not that they start out as a rookie farm boy planning for it... it becomes too mechanistic for my liking. By arranging things this way, it makes it possible for a character to come across prestige organisations at any point in the campaign and decide to attempt to join them, without worrying about the particular selection of feats and stuff behind them. Of course, this might not work in a campaign where any prestige class is allowed in willy-nilly. I keep quite a tight reign on what is available, in order to ensure that each class fits in with the campaign setting which I use. I'm happy that none of the prestige classes which I presently have are so wonderful that they have to be balanced by characters taking rubbish feats/skills beforehand in order to get into them :) This way, prestige classes abilities depend more upon what they get when they are a member of the class, rather than what they have to plan for in their adventuring life ahead of them... Does this have a resonance with anyone else? Cheers [/QUOTE]
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