I'm working on a new class system for Shadowfell. My plan is to limit standard class progression to levels 1 through 10. Then, at the point where a PC would gain 11th level, he has the choice to continue on in the same class (such as Fighter 11-20), or pick a 10-level Prestige class (Arcane Archer 1-10). This level 11 Class Change would be the only time allowed to take a Prestige class. Thus, it takes longer to get to a prestige class, but on the other hand, one doesn't feel the need to rush to a certain skill-point level by class-level 4, just to become an assassin on level 5.
My reasons for this are pretty straight-forward. I want to focus on the low-level play, and the buildling of characters in the low levels as opposed to players just trying their hardest to rush towards a more powerful class.
I'm wanting to hear reaons why I shouldn't do this, and mechanics-issues that could break the system if I do this. And if you like the idea, I would like to hear about that too. :)
I think it's interesting, and nothing really terrible jumps out at me about it. It seems to limit player choice a little, but you seem to have your reasons for that. I personally won't use it, but it seems to be a decent idea/system.
This is a cool idea, something I sort of did myself. While I never actually altered any rules, I encouraged my players to always go to at least 10th level (if not beyond) in a core class, in order to better support the development of a memorable character instead of a stereotype. However, I still had characters played in my games that basically were the beings the PrCs would turn them into even before they took the PrC levels. This was mostly due to a player I had who built character ideas around PrCs or monster PC concepts. She was an amazing roleplayer, but she would never be able to play a core class humanoid to save her life.
There may be one flaw to this system, however. A lot of PrCs seem to be built with different levels of effectiveness based on how difficult it is to achieve access to them. Some of them can be taken after level 4 or 5, while some may not be available until after level 8, 9, 10, or higher (especially in the case of Epic PrCs). There may be a chance that such a change in the way taking PrCs works will cause some PrCs to become less attractive than others, since the abilities they grant will not be as appealing if you start getting them at 11th instead of at 6th.
Hmm...that's pretty interesting. Besides what Mezerous said (i think), it is perfectly fine. I would try it out but there are also many 5 level classes that the PC's might want to take part in. How will you handle those. I will try and incorprate it into my campaign setting ,as I am looking for a similar system to use. :)
Eh... it'd be much, much simpler to only have prestige classes that characters could take after 10th level (heirophant, archmage, etc.) And then if they want to take a prestige class when they meet the prerequisites, they can. If they want to keep being a druid, they can.
QuoteI want to focus on the low-level play, and the buildling of characters in the low levels as opposed to players just trying their hardest to rush towards a more powerful class.
If low-level play is what you want, chuck PrCs oot the vindel. Speaking from personal experience, it is quite easy to turn a PrC into a base class, or to take what is meritorious in said PrC and make new featsees.
I'm with CYMRO. Eliminating PrC's does not eliminate the archetypes those PrC's represent, and if your player wants to play an assassian, it would take all of 30 miniutes (tops) to whip out a balanced assassin class. Furthermore, PrC's encourage power play, even with that limit in place.
Also, So-Keher raised a valid point, and I wonder how you intend on handling 3 or 5 level PrCs? Or what about 13 level PrCs, such as the Necrocarnate from MoI?
Quick question: Would this system preclude multiclassing between base classes below tenth level?
I like the de-emphasis of PrC requirements your system includes, and I think it would do a lot to lessen the arms' race that PrCs often encourage. Course, I dislike most PrCs on general principle, on grounds that they do little to encourage creativity of character concepts, and they do much to encourage number-crunching and obsessive megalomania. So I'm really fonder of CYMRO's suggestions than of anything else.
Well, PRCs have so much variety, though, and I like to allow PCs to build towards a certain build if they can..
Hey LC, I recently re-read your html files on Jade Stage that you sent me eons ago, and I noticed that your classes seem to have the same idea; 10 levels per class. Have you playtested it, and does it seem that everything works out fine?
Quote from: IshmaylHey LC, I recently re-read your html files on Jade Stage that you sent me eons ago, and I noticed that your classes seem to have the same idea; 10 levels per class. Have you playtested it, and does it seem that everything works out fine?
I've playtested it a little bit, but not as much as I'd like (especially with regards to the magic system and magic-based classes.) It seems to work well, from what I've seen so far.
However, (and the reason I didn't post about it in this thread already), it doesn't really seem to bear much resemblence to your proposed system, except for the number ten. I didn't actually change the mechanics of multiclassing or PrC qualification, I just streamlined the actual classes. You seem to have done exactly the opposite: changing multiclass/PrC rules but keeping the actual classes the same. So I didn't bring up my stuff before, because it didn't seem relevant.