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Too much XP (1e D&D)
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<blockquote data-quote="Luce" data-source="post: 5721822" data-attributes="member: 29760"><p>I like to allow the players to grow into their role. Have to mention that I am also more of a fluff guy (but not a fluffer <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />). If a player tell me he wants his PC to get better at X I will research the PrC I have access to and offer him some possibilities complete with guilds, traveling NPC masters, required quest to join/prove himself. The mechanics are only part of the equation. Even if lets say the temple guards of church of Vecna and Moradin have the taken the same PrC one will be know as The Guardians of Secrets and the other the "Defenders of the Mountain". The players need never know.</p><p>There is also no reason not to re-skin an existing PrC to serve your need.</p><p>In the DMG we have the Arcane Archer. There is nothing stopping you (as the DM) to create a Rune Thrower, a dwarven axe/light hammer user who uses divine powers. If most of your adventures are underground/close quarters the shorter range is not a disadvantage, and those inflict wounds spells makes for an effective fighter/cleric mix.</p><p>The point is PrC are what you make of them. A DM should feel free to make modifications as he feels fit or even completely ignore them.</p></blockquote><p></p>
[QUOTE="Luce, post: 5721822, member: 29760"] I like to allow the players to grow into their role. Have to mention that I am also more of a fluff guy (but not a fluffer :p). If a player tell me he wants his PC to get better at X I will research the PrC I have access to and offer him some possibilities complete with guilds, traveling NPC masters, required quest to join/prove himself. The mechanics are only part of the equation. Even if lets say the temple guards of church of Vecna and Moradin have the taken the same PrC one will be know as The Guardians of Secrets and the other the "Defenders of the Mountain". The players need never know. There is also no reason not to re-skin an existing PrC to serve your need. In the DMG we have the Arcane Archer. There is nothing stopping you (as the DM) to create a Rune Thrower, a dwarven axe/light hammer user who uses divine powers. If most of your adventures are underground/close quarters the shorter range is not a disadvantage, and those inflict wounds spells makes for an effective fighter/cleric mix. The point is PrC are what you make of them. A DM should feel free to make modifications as he feels fit or even completely ignore them. [/QUOTE]
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