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Thoughts on Prestige Classes and Feats
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<blockquote data-quote="Estlor" data-source="post: 1438569" data-attributes="member: 7261"><p>What you have to take into consideration is the fundamental theme at the heart of the 3(.5)e system:</p><p></p><p><strong>"Choices, not restrictions."</strong></p><p></p><p>3(.5)e is structured to provide players the opportunity to min/max to their heart's content, all without becoming munchkins because (in theory) everything is balanced and the system cannot be broken. Expanding elements of the system (equipment, spells, feats, skills, classes, and races) give the players even more choices and ways to build a unique character every time.</p><p></p><p>Let's face it, you can say everything can be distinguished by roleplaying alone. But the role of the rules system is to mechanically support your character concept. That's why new feats pop up constantly. They're building flavor into the mechanics of the game, helping to 1) Support character concept and 2) Help build character concept.</p><p></p><p>Prestige classes were conceived of with a similar idea in mind. Allow the DM to create a handful of prestige classes to represent groups, factions, organizations, or races in a distinct way that adds some flavor and punch to a (N)PC at the expense of early flexibility. However, prestige classes quickly drifted away from that idea. They now represent three entirely different concepts:</p><p></p><p>1) Elite members of a group or order.</p><p>2) Archtypes that can be made with base classes but are given more "zest."</p><p>3) Character concepts that the D20 rule mechanic naturally punishes.</p><p></p><p>That's why you see the Arcane Archer with the Duelist and the Mystic Theurge all in the same book. The Arcane Archer is a campaign specific elven order. The Duelist is a Fighter/Rogue enhancement. The Mystic Theurge counters the mechanical penalties for making a Cleric/Wizard. Even with these different goals, the idea is once again to give characters more choices and options, not restrictions. Flavor is built into the system to support or create character concepts.</p><p></p><p>Sure, I could be a fighter that uses a rapier exclusively and calls himself a swashbuckler, but in the end, I'm identical to the fighter using a two-handed sword that calls himself a fighter if we're using the same mechanics. However, if I'm a Fighter 7/Duelist 2 with Weapon Finesse and a rapier I'll look and play much different from a Fighter 9 with Power Attack and a greatsword.</p></blockquote><p></p>
[QUOTE="Estlor, post: 1438569, member: 7261"] What you have to take into consideration is the fundamental theme at the heart of the 3(.5)e system: [B]"Choices, not restrictions."[/B] 3(.5)e is structured to provide players the opportunity to min/max to their heart's content, all without becoming munchkins because (in theory) everything is balanced and the system cannot be broken. Expanding elements of the system (equipment, spells, feats, skills, classes, and races) give the players even more choices and ways to build a unique character every time. Let's face it, you can say everything can be distinguished by roleplaying alone. But the role of the rules system is to mechanically support your character concept. That's why new feats pop up constantly. They're building flavor into the mechanics of the game, helping to 1) Support character concept and 2) Help build character concept. Prestige classes were conceived of with a similar idea in mind. Allow the DM to create a handful of prestige classes to represent groups, factions, organizations, or races in a distinct way that adds some flavor and punch to a (N)PC at the expense of early flexibility. However, prestige classes quickly drifted away from that idea. They now represent three entirely different concepts: 1) Elite members of a group or order. 2) Archtypes that can be made with base classes but are given more "zest." 3) Character concepts that the D20 rule mechanic naturally punishes. That's why you see the Arcane Archer with the Duelist and the Mystic Theurge all in the same book. The Arcane Archer is a campaign specific elven order. The Duelist is a Fighter/Rogue enhancement. The Mystic Theurge counters the mechanical penalties for making a Cleric/Wizard. Even with these different goals, the idea is once again to give characters more choices and options, not restrictions. Flavor is built into the system to support or create character concepts. Sure, I could be a fighter that uses a rapier exclusively and calls himself a swashbuckler, but in the end, I'm identical to the fighter using a two-handed sword that calls himself a fighter if we're using the same mechanics. However, if I'm a Fighter 7/Duelist 2 with Weapon Finesse and a rapier I'll look and play much different from a Fighter 9 with Power Attack and a greatsword. [/QUOTE]
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