Saeviomagy
Adventurer
The fighter has to know where and when to use his feats. He then rolls to see if he achieves his goal (usually hitting the enemy).jessemock said:Now, to this kind of observation, players will often cry 'stupid': they'll raise the issue of player vs. PC skill--why should a player have to exhibit the charm a high-charisma PC, which the player may not have (really; at all)?
As well ask: why should a player have to know how to use feats to his tactical advantage in combat? Shouldn't the fighter PC know this? Perhaps we should introduce 'battle savvy' as a skill, in order to represent this branch of PC knowledge? A good roll and then suddenly the fighter optimizes his Power Attack?
The social character has to know where and when to use intimidate/diplomacy/bluff/sense motive etc. He then rolls to see if he achieves his goal (usually persuading the enemy).
Either scenario can have flair and flavour added by players to taste.
No, it's because they're a totally different kettle of fish. You have a 'battle savvy' skill - it's called your BAB.No; both of these situations are the challenge of role-playing. It's merely that current fashion privileges one form of role-playing over the other. That's why we have a Diplomacy skill, but not a battle savvy one.
For the most part, a PrC introduces something that is simply not covered under the standard rules. Furthermore, it introduces something that the average character would most likely not be able to do.The proliferation of feats and prestige classes tends to weaken both approaches, in my opinion. Social roles become Prestige Classes; cool maneuvers become feats. Why can't we just play them out, without resorting to a codification of them? Because no one trusts the GM. Or himself.
Treat classes (prestige or not) as what they are: mechanics. Roleplay your heart out. Buy ranks in social skills and a decent charisma score.
Or bugger off back to 2nd ed, when the rules were flexible, because noone could work out what they actually said, and the only people with a high charisma score were paladins, druids and bards, and that's just because the rules said they had to, not because it ever had an effect on gameplay.