Ranger REG
Explorer
Better new talent trees than new base classes (my one gripe about 3.5e, two if you count the early 2003 release).Mercule said:And end up with a proliferation of talent trees -- new ones in every book.
Better new talent trees than new base classes (my one gripe about 3.5e, two if you count the early 2003 release).Mercule said:And end up with a proliferation of talent trees -- new ones in every book.
Honestly, I think one of the biggest benefits of a more flexible class system (whether it's based on feats, talent trees, or both) would be the chance to finally ditch prestige classes all together. Instead, we can just have powerful feats or talent trees with more elaborate (and possibly story-based) prerequisites.Zhaleskra said:In two more breaks from tradition, I'd have some universal talent trees and have prestige classes use talent trees. For example, a couple universal trees:
Tree of Riding
Tree of Weapon Mastery
I'd argue that you're mixing mechanics and flavor a little bit, here, and my own bias is to base character systems strictly in mechanics. For exmple, there's nothing in the mechanics (or even the most basic concept) of the Paladin class that says they have to wear heavy armor; so classing Paladin-type abilities like Smite under "Armored Fighter" wouldn't make sense to me. Instead, I'd say that a paladin-type character would be one who'd taken a generic Warrior class and focused on abilities from some Divine Crusader talent tree. The same Warrior class--and even this paladin character--might also have access to abilities like Evasion, AC bonuses while unarmored, and archery feats. There's no reason any of this shouldn't coexist and be compatible with things like Smite and such.Zaruthustran said:Armored Fighter = fighter, knight, marshal, samurai, and paladin
Wilderness warrior = ranger, barbarian, scout
Agile Fighter = swashbuckler, rogue, warmage, beguiler, duskblade, hexblade, ninja
Caster (draws from internal power) = wizard, sorcerer, healer
Totemist (draws from external power) = warlock, dragon shaman, druid, artificer
To my mind, prestige classes would not go away completely, but they would stop fulfilling generic functions and become more directly tied to settings. Duelists do not establish the setting, whereas Red Wizards do-- the concept of elite groups only select people can join is a good one.GreatLemur said:Honestly, I think one of the biggest benefits of a more flexible class system (whether it's based on feats, talent trees, or both) would be the chance to finally ditch prestige classes all together. Instead, we can just have powerful feats or talent trees with more elaborate (and possibly story-based) prerequisites.
GreatLemur said:I'd argue that you're mixing mechanics and flavor a little bit, here, and my own bias is to base character systems strictly in mechanics.
Flynn said:Prestige Classes work in Star Wars Saga Edition, but in my D&D, I'd rather drop them entirely, if I can. But that's my opinion, and I understand that others may not agree with it.
With Regards,
Flynn
orangefruitbat said:I prefer the idea of prestige talents - join the organization, keep your own class and get access to a bunch of new substitute class options.
In 3e, prestige class is optional, found only in the DMG for the DM to decide if they want it in his own game ... or not, such in your case. The fact it is so popular -- as the optional character kits were in 2e -- is the reason many gamers (unlike yourself) would prefer to see them in new D&D products.Flynn said:Prestige Classes work in Star Wars Saga Edition, but in my D&D, I'd rather drop them entirely, if I can. But that's my opinion, and I understand that others may not agree with it.
GreatLemur said:I'd argue that you're mixing mechanics and flavor a little bit, here, and my own bias is to base character systems strictly in mechanics.
Ranger REG said:In 3e, prestige class is optional, found only in the DMG for the DM to decide if they want it in his own game ... or not, such in your case. The fact it is so popular -- as the optional character kits were in 2e -- is the reason many gamers (unlike yourself) would prefer to see them in new D&D products.
Granted you don't like them, but it doesn't mean everyone shouldn't like them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.