nameless said:
As GM, I let my players take any PrC they qualify for, presuming I don't veto or alter it on game balance (which I have only done with 3.0 material, especially when porting it to 3.5). I have to run the risk of them making characters that are inappropriate to the game, but the PrC doesn't make that character inappropriate, the concept does.
Ah, but concept is everything... After all, without concept, all that's left is numbers.
It's a good point, what I meant was that it's conceivable to design a class that represents the same thing an Archmage or Heirophant does, as something that could be taken at level 9 or 10. It would be less powerful at the beginning, but conceptually fits the same niche.
That's true, but is it always the viable choice?
And as my Knights of Silver Hill example showed, not everything has a Prestige Class.
It would make sense to me (and in the games I've played where DMs control PrCs tightly, it has been the case) that not every character gets a PrC as soon as he could qualify for it, and some don't get them at all, or get one that they wouldn't necessarily find the best fit. If the PCs get every prestige class as soon as they want it, then we have no argument - the DM wouldn't be restricting anything at all.
I would posit that this is more telling about player expectations than the GM's control over Prestige Classes. For instance, you indicate that if the GM is "restricting" an unfortunate situation can imerge (your word is "argument", but I'll assume that was meant as descriptive). However, reading over the explaination of Prestige Classes in the DMG, one could surmise that the GM that freely allows Prestige Classes is, in fact, being incredibly generous. That generosity has now become an expectation. And that expectation leads to the disgruntlement you describe above when a not-so-generous GM is at the helm.
Is that a fair expectation to put on the second GM?
Fair enough. In my opinion as a DM, 1 and 2 are the same, since what happens behind the screen doesn't necessarily need structure the same way things in front of it do.
Well, I wouldn't say they're identicle, since Option 2 permits a DM to freely advertise the presence of Prestige Classes without allowing them while Option 1 indicates that there are no Prestige Classes at all. Option 2 also means that the players can expect something other than Core Classes in leveled opponents and NPCs.
I'm not gonna try to tell you that you should allow anyone to take any prestige class if that's not how your game runs. But I completely fail to see how players can "abuse" prestige classes for the purpose of creating the character they want. The only abuse that can exist in this type of game is one in which a character can gain power disproportionate to his level - if the class is abusive, it is always abusive and should be modified or disallowed completely.
When the generosity of one GM becomes expected of another GM, then it's being abused.
That's not necessary either. But I'll use an example of a character I just made. A bounty hunter who will become a Justicar from Complete Warrior. I would have taken all the skills required, I'd naturally gain the necessary BAB, and Track just makes sense for the character. But I might never take Skill Focus - Gather Information despite the fact that I am serious about Gather Information as a skill. If I wasn't told that I needed to take that feat, I'd almost certainly take a more useful feat than Skill Focus, possibly the Investigator feat if I wanted to be better at Gather Info than my skill ranks allowed. Unless I was trying to complete the requirements for a PrC, I'd probably never take that skill focus because I don't have a lot of feats to spend on raising my skill level, considering that I am a fighter-type who doesn't have great skills in the first place. So enforcing the requirement of Skill Focus feat for that prestige class (were you to allow it) is definitely a punishment. The character might see other Justicars and wish to become one, but wouldn't be able to figure out that a Skill Focus feat is holding him back. If you as a DM said "sure, Investigator works, congratulations," then you are being reasonable, but not enforcing the requirements. That is what I meant by unfair. Requiring an out of character mechanic to be learned about in character.
This, again, is pointing towards the idea of being "brought in" by an NPC. Whether its an aged Duelist sharing the secrets of his rare (unique, perhaps?) fighting style or a band of Knights instructing a young hero, this avenues are made available for the NPCs to relay information to the PC. When the PC levels up, he's informed what aspects of this mentorship would be influencing his gains (i.e., which Skills and Feats are recommended, but not forced, by their mentorship, with knowledge that these recommendations point the PC towards admission into the group or graduation by a single instructor).
Sure, not everything can be relayed adequately in-game, but we try to go in that direction with as much as we can.
OOC, I know a lot of things about my character and the world that no character will know. In character, there is no way to tell if I have 3 more hit points because I rolled well or because I took toughness.
Technically true. But let's read on...
I don't see it as lame. The character doesn't know if he gains any ability from a feat, from a skill, or from a class. But either way, I am allowed to pick from any class, feat, or skill available to him. My level 18 wizard could take improved critical - greatclub if I really wanted to with no previous explanation. I simply don't see prestige classes as being so special that their OOC properties are unknown to players, especially when they get written on the players sheets.
But here's the issue: If IC and OOC is as seperate as you indicate, then what we end up with is a whole lot of characters that
just happen to gain certain abilities that
just happen to evolve into other abilities. The in-game consequence is that these characters are just sprouting out powers and abilities without any rhyme or reason, which is the problem we have with this line of thinking: Rather than being a part of game play, they just spontaneously manifest. And, oddly enough, do so in a most efficient manner.
That works for tropes where prestige classes or feats represent an organization, but not when such things happen on their own. Many times the player wants to determine his role on his own, not to do whatever is presented to him.
Yet isn't that what he's doing if he pre-determines what Prestige Classes he's going to take?
The only way I can think of for the player to determine his "own role" by way of Prestige Class is for him to create his own Prestige Class that does exactly what he wants it to do (or, alternately, his own Base Class).
He might like the Knights of Silver Hill, but really dream of taming a pegasus and riding that instead. OOC he wants to take some PrC of that nature, but there's no guarantee that you as DM will give him that chance.
Ah, now see, Classes and Prestige Classes do not just "appear" for no reason. They are a collection of Skills and abilities that have become grouped together to represent an archtype. Base Classes are for archtypes that are so common that young characters can fit them. Prestige Classes are archtypes that are grown into. Having a Prestige Class present for Pegasus riders would require that people riding Pegasi are (or atleast were) common enough to form an archtype.
Ideally you will, but as long as there is a good faith effort to work together, I don't see why it would be an issue to let the player have all the options on the table instead of 90% in front of him and the 10% behind your screen.
And here's the other half of the issue: Even if I laid out
every Prestige Class I've designed for my players to pick and choose from, I'm not expanding their options, but limiting them. Why, you ask? Why, because the world is an ever growing, ever expanding place, becoming more detailed every time I open Word. By saying "here are all of the Prestige Classes", the players are now making choices based on what is present
now. However, one player may pick something as being the closest fit to his character, only to find 6 months later that I designed something similar but more in-line with his wants. Now, he's been following this map to PrC1, but now really wants PrC2 instead. Unfortunately, he wasn't picking the right prerequisites.
Will this not have the same effect as not having known about the Prestige Classes in the first place?
I am, believe it or not, very giving with Prestige Classes. However, my philosophy of applying them to PCs is based on player decisions. Essentially, what the group understands is that they can take a concept as far as the rules allow, as presented. Once that's done,
if the concept can be taken further, and
if this new direction can be justified as an archtype within the setting,
then I will present the opportunity for them to do so.
Which, of course, is why I'm less concerned about mechanical prereqs and more focused on in-game justification.
