Forbidden Classes

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Arazmus
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Post by Arazmus »

Tha half-orc monk in my game is a good character...trying to find peace within his two selves etc. A bit high browed maybe but fun to watch in action.

I allow all...but then I only allow PHB races and classes.
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clavis123
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Post by clavis123 »

In my Campaign, Elves cannot be Clerics or Paladins because they have no souls. Elves do not worship deities (and deride races that do), but are pantheists instead. Or, even more frequently, they are too busy indulging themselves to even care about religious questions. Elves just declare a holiday whenever they want one.

Gnomes do not become Paladins because they are unable to take themselves seriously enough to be so self-righteous. Neither do they become Knights, because Gnomish societies are republics with no class of landed noble warriors.

Dwarves can theoretically become Wizards, but Arcane magic has no place at all in the the rigid Dwarven society. Any Dwarven Wizard is an outcast who only associates with disreputable creatures like humans.
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Ace of Swords
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Post by Ace of Swords »

I dont restrict any class race, i allow classes and races from other sources.

Hackmaser, net book of classes, and collin sez.

I do restrict alinements. i will never allow evil charicters at my table again.

Too many bad experiances.

Always hurt feelings or an excuse to treat others poorly, so no more.

Arioch
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Post by Arioch »

Ace of Swords wrote:
I do restrict alinements. i will never allow evil charicters at my table again.

Too many bad experiances.

Always hurt feelings or an excuse to treat others poorly, so no more.

that is interesting, though people of good or neutral alignment can treat other poorly as well, every group has it's won style

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Kaiser_Kris
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Post by Kaiser_Kris »

Ace of Swords wrote:
I dont restrict any class race, i allow classes and races from other sources.

Hackmaser, net book of classes, and collin sez.

I do restrict alinements. i will never allow evil charicters at my table again.

Too many bad experiances.

Always hurt feelings or an excuse to treat others poorly, so no more.

I also have a going ban on evil characters. The only way I would allow it is if the campaign was specifically intended for 'darker' characters, which isn't really my thing. I prefer to deal with heroes, rather than villains. Might have something to do with my long-time affinity with team-based superhero comics. A well-made heroic party is not unlike a superhero team.

Ace of Swords
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Post by Ace of Swords »

Evil alinements seem to be an excuse to be a jackass to the others in your group.

Arioch
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Post by Arioch »

Ace of Swords wrote:
Evil alinements seem to be an excuse to be a jackass to the others in your group.

Well I guess i just must have had some interesting experiences with groups over the years, i find people will be jackasses no matter what their characters alignment is, if that is how they want to play, just an mature players will play with a mature style even if they are evil.

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Rikitiki
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Post by Rikitiki »

Oh, evil alignments are just so fun - but that's simply because every so often I'll run one-or-two-shot adventures specifically for evil crews. Let's my players really indulge their darker sides and the mayhem is intensely amusing.

The best part is they know there'll be these types of adventures specifically for evil-aligned characters and, therefore, don't feel the need to use them as members of the good/neutral/heroic parties and, in the process, cause all the problems folks have mentioned here.

Try it - have a vampire or other higher-level bad guy hire a crew to do a hit on a rising temple that's becoming troublesome to them, or (one of my favorite adventure memories) kidnap the bride from the wedding party before the ceremony...oh that one was such nefarious fun!

Aneoth of Ironwood
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Post by Aneoth of Ironwood »

What about a Lawful Good Drow Ranger?
IMO there CAN be exceptions.

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Go0gleplex
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Post by Go0gleplex »

Yeah...I don't restrict classes by race either...though I may ask for a good backstory from the player with which to "guide" the character through society *cough cough* in future play.
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Post by anonymous »

Since Dwarves are resistant to magic, no Dwarf wizards or illusionists. I'd probably require a good explanation for something unusual like an Elf monk or a Halfling wizard.

serleran
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Post by serleran »

I usually dump the core classes and create stuff specific to the game I'm running. I don't ordinarily have "fighters" but I might have a shield-arm or dwarf blunderbussers.
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Kaiser_Kris
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Post by Kaiser_Kris »

serleran wrote:
I usually dump the core classes and create stuff specific to the game I'm running. I don't ordinarily have "fighters" but I might have a shield-arm or dwarf blunderbussers.

Blunderbussers, eh? I'd be curious as to what the mechanics of a primitive firearm would be for CnC.

serleran
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Post by serleran »

In my games, it's usually something simple -- anyone in the area of effect gets a Dexterity save for no damage; Challenge Level = attacker's BtH. Guns are always last, loud, slow to reload, and subject to misfires (since there is no attack roll, the attacker simply rolls 1d12 -- on a 10+, it goes badly.)

At least, I find it simple -- not terribly realistic, but quick to adjudicate.
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Kaiser_Kris
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Post by Kaiser_Kris »

serleran wrote:
In my games, it's usually something simple -- anyone in the area of effect gets a Dexterity save for no damage; Challenge Level = attacker's BtH. Guns are always last, loud, slow to reload, and subject to misfires (since there is no attack roll, the attacker simply rolls 1d12 -- on a 10+, it goes badly.)

At least, I find it simple -- not terribly realistic, but quick to adjudicate.

Sounds pretty good. There's a lot of abstraction in DnD-style roleplaying anyway, and I'm quite fine with that. I'm assuming that the upside is Very High Damage?

serleran
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Post by serleran »

I don't think I'd call it "very high damage" but somewhere in the neighborhood of 3-6d6, depending on the weapon. Not something every Tom, d**k, and Stiffbeard gets, though, as they still tend to be rare even amongst the dwarf strongholds who create them.
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Kaiser_Kris
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Post by Kaiser_Kris »

serleran wrote:
I don't think I'd call it "very high damage" but somewhere in the neighborhood of 3-6d6, depending on the weapon. Not something every Tom, d**k, and Stiffbeard gets, though, as they still tend to be rare even amongst the dwarf strongholds who create them.

That's pretty high damage. Not like, high-level Wizard spell damage, but more than any standard weapon, which is appropriate.

As for forbidden classes, though it's never really come up in any of my campaigns, I am rather hesistant about the idea of an assassin PC. My tastes run strongly towards the heroic, and while not impossible, it's not easy to make the assassin a good guy.

As for racial limitations, I wouldn't ban a dwarven wizard, but make the player justify it to me. And as for a halfling knight ... surely some of you have played Baldur's Gate 2 and had Mazzy in your party? I also see no problem with dwarven paladins, though elves (with their tendency to be neutral/chaotic) would be pushing it. Some of the really esoteric combinations (an elven barbarian, or an dwarven druid), I might flat-out ban, though.

I get much fussier about multiclass or class-and-a-half characters. Some combinations (like, say, a fighter/cleric) make more sense than others, but I'm generally much more careful about those. And obviously, several combinations are flat out. Monks and Paladins should not be able to multiclass at all. Barbarians and wizards should not be able to multiclass together, things like that.

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