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General Tabletop Discussion
*TTRPGs General
Shouldn't Prestige Classes be done differently?
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<blockquote data-quote="Insight" data-source="post: 1982305" data-attributes="member: 11437"><p>But my point is exactly that you don't have to let GAME MECHANICS dictate the campaign to you. If you are the GM, YOU decide what your organizations are like, where they are located, how they are comprised, etc. YOU put the face and personality on the guild, not the game mechanics themselves.</p><p></p><p>Listen, if you decide that every member of the Assassins Guild has to take the Assassin PrC, that's fine. But there's no reason why it has to be that way. You could justifiably say "Well, most of them have the Assassin PrC, but the guild is willing to accept others on a case-by-case basis."</p><p></p><p>I don't think you're seeing organizations and PrCs as being two different things. There are organizations that have no one with a specific PrC. There are organizations in which everyone has a specific PrC. And there are plenty of PrCs that don't inherently belong to an organization at all. But in terms of <em>your campaign</em>, you decide this, not the rules as written. Unless you want to strictly abide by the rules as written, but that's up to you.</p><p></p><p>Now, if you want to create PrCs to fit a given organization, that is another matter entirely, and I applaud that sort of thinking. But such a PrC should be more flexible and unfortunately, less useful than your standard PrC. This is because the usefulness of a PrC is inherently dependent on how hard the PrC is to attain. I can see an organization PrC that maybe gives you a few feats and certain class skills.</p><p></p><p>In your example of worshipping a reptile goddess and getting turned into a different type, I suppose that could be a class ability, but changing a character's type is pretty drastic. You'll notice that in the few PrCs that do this, it isn't until fairly high level, usually the final level of a 10-level class.</p></blockquote><p></p>
[QUOTE="Insight, post: 1982305, member: 11437"] But my point is exactly that you don't have to let GAME MECHANICS dictate the campaign to you. If you are the GM, YOU decide what your organizations are like, where they are located, how they are comprised, etc. YOU put the face and personality on the guild, not the game mechanics themselves. Listen, if you decide that every member of the Assassins Guild has to take the Assassin PrC, that's fine. But there's no reason why it has to be that way. You could justifiably say "Well, most of them have the Assassin PrC, but the guild is willing to accept others on a case-by-case basis." I don't think you're seeing organizations and PrCs as being two different things. There are organizations that have no one with a specific PrC. There are organizations in which everyone has a specific PrC. And there are plenty of PrCs that don't inherently belong to an organization at all. But in terms of [i]your campaign[/i], you decide this, not the rules as written. Unless you want to strictly abide by the rules as written, but that's up to you. Now, if you want to create PrCs to fit a given organization, that is another matter entirely, and I applaud that sort of thinking. But such a PrC should be more flexible and unfortunately, less useful than your standard PrC. This is because the usefulness of a PrC is inherently dependent on how hard the PrC is to attain. I can see an organization PrC that maybe gives you a few feats and certain class skills. In your example of worshipping a reptile goddess and getting turned into a different type, I suppose that could be a class ability, but changing a character's type is pretty drastic. You'll notice that in the few PrCs that do this, it isn't until fairly high level, usually the final level of a 10-level class. [/QUOTE]
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