The Green Hermit
Hero
I think the "does not fit the campaign setting" and "does not fit an heroic RPG" are redundant.
Unless the campaign setting is not supposed to be heroic. Some groups like to have an evil campaign instead, for instance.
I think the "does not fit the campaign setting" and "does not fit an heroic RPG" are redundant.
Somewhere along the line I embraced the weird in D&D. I tolerate quirky, goofy characters that I would bounce right out of other rpgs I run. I blame my teenage sons - they seem to love the weird stuff in races and classes - so I go with the flow.
If cleric is available, gods are real? that kinda thing?But as for what a class is, could you possibly explain how the inclusion of a class builds the setting?
I'm not taking away options, because they were never player options to begin with. Classes are options for the DM to use, when building their setting.
If cleric is available, gods are real? that kinda thing?
I do not want any evil player-characters, so no assassins or necromancers.
Neither of those is required to be evil. I have played several good necromancers over the years.
In my worlds (and in my own mind), certain things are evil ispo facto. A man becomes contaminated with evil when he kills stealthily for hire or when he seeks to control that which should be dead. He may try to do many other fine things, but he has to repent of and turn away from assassination or necromancy in order to hope for redemption.