Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Your thoughts on the power of prestige classes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 483565" data-attributes="member: 4937"><p>Wulf: I DM maybe 90% of the time.  But, I probably wouldn't consider playing a PrC either except for a one off dungeon crawl where power gaming was the only consideration.  I think people like PrC's for the same reason that they like +5 vorpal swords, and I think that the arguments here are basically similar to disagreeing over whether introducing a +5 vorpal sword to the campaign is a good idea.  Even most 'PC types' will eventually balk at too much power being offered them; DM's just tend to balk at it sooner.  </p><p></p><p>"Would the "feat chain" proponents recommend deconstructing the paladin and monk into variants of the fighter class that can be just as easily defined with "feat chains"? Same for the druid, bard, sorcerer, etc."</p><p></p><p>I wouldn't necessarily recommend that, but I could see the point of where that is going.  I think there is something to be said for a class based system, but I think that the more classes you get the more cumbersome and fragile the system begins to become.  </p><p></p><p>The same is true of a skill based system too.  After a certain point, the introduction of additional skills are hurting the system not helping it (see GURPS).  You want your initial skill set to be sufficiently broad that it covers most anything you would want to do.</p><p></p><p>I think that the 6 basic classes of D20 modern are an excellent example of how to structure a class based system.  I'm less thrilled about the advanced classes, for much the same reasons that I'm less than thrilled about PrC's.</p><p></p><p>One of the big advantages of moving down to few more broadly defined classes (or no classes), and class powers defined as feat chains, is that I think that with care you could get past the hurdle of front ended classes.  Alot of the basic classes carry huge advantages at first level (or to a lesser extent to up to third level).  This happens because people expect even the lowest member of this class to have certain basic attributes.  If you made class powers more feat like, you could load a person up at character level 1 and allow them to acquire that array of powers, but then taking a first level in any given class wouldn't load anyone with any extra powers acquired.</p><p></p><p>The big disadvantage of dropping classes entirely is game balance becomes just as hard as it would be with hundreds of classes.  By making advancement somewhat predictible, its just easier to keep track of what people are going to have.  The same logic would be used to restrict customizing a space fighter in a sci-fi sim game.  You don't necessarily want to make everything tradable for everything.  The same logic is involved with introducing a new card to MtG.   You have to ask how this card is going to interact with every other card in existance.  If you limit the rules for 'making the deck', then you can introduce cards far more freely because you can predict what 'the deck' will look like.</p><p></p><p>GURPS and WoD are excellent examples of completely open systems that work great if everyone plays by the unwritten rule of making deep characters with diverse skills, but if you just pour all of your points into doing one thing very very well, you break the system in a hurry.</p><p></p><p>So, no its not like I think one system is just perfect, but I don't think 'advanced classes' of any sort really help the game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 483565, member: 4937"] Wulf: I DM maybe 90% of the time. But, I probably wouldn't consider playing a PrC either except for a one off dungeon crawl where power gaming was the only consideration. I think people like PrC's for the same reason that they like +5 vorpal swords, and I think that the arguments here are basically similar to disagreeing over whether introducing a +5 vorpal sword to the campaign is a good idea. Even most 'PC types' will eventually balk at too much power being offered them; DM's just tend to balk at it sooner. "Would the "feat chain" proponents recommend deconstructing the paladin and monk into variants of the fighter class that can be just as easily defined with "feat chains"? Same for the druid, bard, sorcerer, etc." I wouldn't necessarily recommend that, but I could see the point of where that is going. I think there is something to be said for a class based system, but I think that the more classes you get the more cumbersome and fragile the system begins to become. The same is true of a skill based system too. After a certain point, the introduction of additional skills are hurting the system not helping it (see GURPS). You want your initial skill set to be sufficiently broad that it covers most anything you would want to do. I think that the 6 basic classes of D20 modern are an excellent example of how to structure a class based system. I'm less thrilled about the advanced classes, for much the same reasons that I'm less than thrilled about PrC's. One of the big advantages of moving down to few more broadly defined classes (or no classes), and class powers defined as feat chains, is that I think that with care you could get past the hurdle of front ended classes. Alot of the basic classes carry huge advantages at first level (or to a lesser extent to up to third level). This happens because people expect even the lowest member of this class to have certain basic attributes. If you made class powers more feat like, you could load a person up at character level 1 and allow them to acquire that array of powers, but then taking a first level in any given class wouldn't load anyone with any extra powers acquired. The big disadvantage of dropping classes entirely is game balance becomes just as hard as it would be with hundreds of classes. By making advancement somewhat predictible, its just easier to keep track of what people are going to have. The same logic would be used to restrict customizing a space fighter in a sci-fi sim game. You don't necessarily want to make everything tradable for everything. The same logic is involved with introducing a new card to MtG. You have to ask how this card is going to interact with every other card in existance. If you limit the rules for 'making the deck', then you can introduce cards far more freely because you can predict what 'the deck' will look like. GURPS and WoD are excellent examples of completely open systems that work great if everyone plays by the unwritten rule of making deep characters with diverse skills, but if you just pour all of your points into doing one thing very very well, you break the system in a hurry. So, no its not like I think one system is just perfect, but I don't think 'advanced classes' of any sort really help the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Your thoughts on the power of prestige classes
Top