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General Tabletop Discussion
*TTRPGs General
Why do prestige classes have prerequisites?
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<blockquote data-quote="Kae'Yoss" data-source="post: 1990329" data-attributes="member: 4134"><p>This isn't too hard, really. After all, it tells you what you need in the prereq section. Most of the time, it's a metter of seconds to figure out what class he should be (especially if you should think about this, anyway), and then just take all the stuff in the prereq's and fill up with other things.</p><p></p><p></p><p></p><p>Well, you can always just ignore PrC's. They're optional, anyway. Don't want all that hassle about assassins and their prereq's? Just make a rogue and call him assassin. </p><p></p><p>And I say it's not that much harder to build a NPC with only NPC classes and base classes, then it was building NPC's in AD&D. And you can give them much more life.</p><p></p><p>I say, with rogues, it's actually easier: just pick 8+int(+1 for humans) skills and max them out. Before that, you had to assign all those percentages, and look at how much bonus percents you get for your dexterity and all that. The new thing is both easier (IMO) and much more powerful (not to speak of consistent with the rules in general). And you don't have to care about non-weapon proficiencies any more, cause they're skills now.</p><p></p><p></p><p></p><p>Well, you don't really know any page numbers any more, and you don't have to know any tables by heart. Just a couple of facts. When you're just building an NPC, as supposed to a PC that will stay on the stage for quite some time and needs personality, you can just whip up something in a manner of minutes: choose race, class, assignt standard array of ability scores, assign skills (all maxed out), feats (often there's a lot of pretty standard things for the classes, like focus/specialization for fighters, the archer feats for archer characters, weapon finesse and combat expertise/improved feint for rogues, spell penetration, combat casting spell focus for arcanists and so on) class abilities (there's nothing to choose about), some standard equipment, and then maybe spells. Or you just use an NPC generator, reportedly there are a bunch of good ones out there.</p><p></p><p>PrC's aren't for mooks, anyway. They're for memorable characters, and these deserve a little more care than the quick build-up. They should have at least some personality, and therefore stand between standard NPC's and PC's.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1990329, member: 4134"] This isn't too hard, really. After all, it tells you what you need in the prereq section. Most of the time, it's a metter of seconds to figure out what class he should be (especially if you should think about this, anyway), and then just take all the stuff in the prereq's and fill up with other things. Well, you can always just ignore PrC's. They're optional, anyway. Don't want all that hassle about assassins and their prereq's? Just make a rogue and call him assassin. And I say it's not that much harder to build a NPC with only NPC classes and base classes, then it was building NPC's in AD&D. And you can give them much more life. I say, with rogues, it's actually easier: just pick 8+int(+1 for humans) skills and max them out. Before that, you had to assign all those percentages, and look at how much bonus percents you get for your dexterity and all that. The new thing is both easier (IMO) and much more powerful (not to speak of consistent with the rules in general). And you don't have to care about non-weapon proficiencies any more, cause they're skills now. Well, you don't really know any page numbers any more, and you don't have to know any tables by heart. Just a couple of facts. When you're just building an NPC, as supposed to a PC that will stay on the stage for quite some time and needs personality, you can just whip up something in a manner of minutes: choose race, class, assignt standard array of ability scores, assign skills (all maxed out), feats (often there's a lot of pretty standard things for the classes, like focus/specialization for fighters, the archer feats for archer characters, weapon finesse and combat expertise/improved feint for rogues, spell penetration, combat casting spell focus for arcanists and so on) class abilities (there's nothing to choose about), some standard equipment, and then maybe spells. Or you just use an NPC generator, reportedly there are a bunch of good ones out there. PrC's aren't for mooks, anyway. They're for memorable characters, and these deserve a little more care than the quick build-up. They should have at least some personality, and therefore stand between standard NPC's and PC's. [/QUOTE]
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Why do prestige classes have prerequisites?
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