Class restrictions

As a rule, my players know what sort of multiclass combinations they are going to end up with from 1st level. So, it's not a surprise that they take that level of sorcerer at 7th level - I know it's because they're taking Arcane Archer at the next level.

Because I (rarely) impose training requirements as part of game play, instead assuming they do that "off-stage", it doesn't impact on the game overmuch.

As far as the traditional race/class combinations go, I normally don't have to bother! It's very rare that any of my players wants to play something that unusual.

I think the most unusual was a halfling paladin, and I just made it very clear during the game exactly how unusual the character was. It became one of the major campaign plot points, actually.

Cheers!
 

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The reason I equate clerics/druids with wizards is in the approach to how the spells are granted - namely, that there are special prayers and meditations which most be learnt to 'unlock' the divine magic.

Not as difficult as learning arcane magic I'll grant you - but still something that has to be learnt.
 

knifespeaks said:
What sort of restrictions do you impose regarding:

1. multiclasses and
2. race/class combos?

As an old guy, I prefer having halflings and dwarves as non-arcane magic using creatures for example.

Also, as far as multiclassing goes, do you require any sort of training for characters to add a new class to the mix?

Just curious to see people's thoughts.

I never use rules-enforced restrictions on classes. There is no reason a dwarf couldn't be a wizard. The game world might impose some social stigmata on certain combos (a dwarf wizard, for example, might be regarded curiously by his fellow gri... dwarves.). But even then, I forbid very very few things.

Usually, people know what multiclassing they are going to do, and have it somewhere in thier character history. Other stuff might require a little training before. This usually includes Prestigeklasses describing special members of some organization. They usually require a little training and/or permission by the organization's rulers. You can't just take levels of Shadow Thief of Amn. Other prc's are just specializations of certain ways. There is no Guild of Arcane Tricksters, you just combine your experience as rogue and arcanist and ta-da!
 

Dwarrow (northern dwarves) in my campaign have favored-class wizard, in honor of the twisted-body ugly magic-using and item-crafting dwarves of Norse myth.

All of this to say, I recommend against eliminating class/level combinations merely because you, the DM, don't like them. Any combination works with sufficient imagination.

Here's the thing: you have the world to play with. A player just has one character, and has every reason to resent being restricted. I pretty much just leave campaigns that restrict my ability to build class / level combinations -- after 20+ years playing, DMing, and publishing on D&D, I really don't need someone's input on what I do with my character. YVMV.

best,

Carpe
 

Allow me to jump in:

When I started my game, I had said, "No new classes or PrCs unless you have training time."

Then my game evolved into this rather drawn-out struggle. Each week, day, even hour matters, and the PCs have little time for "downtime"....heck, they have little time even to go into town to pick up a few magic items!

So I've relaxed the restriction. The player wants a new class? Fine. Do it.
 

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