GM dislikes certain classes...

The only thing I change about core classes in D&D/d20 is pokepaladin ability. Other than that, I'm all good. Do I like monks? Not always but I won't discriminate against them or psionic based classes.
 

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Back in my 2nd Ed days, I remember the bard being the whipping boy of our gaming group. Any time an NPC bard showed up, he was generally extremely effeminate, and kind of a whiner. I'm not entirely sure where this came from, but I don't really think that way anymore. In fact, I rather like the bard now. At times, I don't really like using paladins, but it's more that I dislike the rigidity of the class than the class itself, or the concept behind it.
 

Core class-wise, I don't use the monk, almost regardless of the campaign I'm running. Even if it's a campaign setting where they're included, I'll probably drop them. If the world is pseudo-European, which most are, the monk gets the boot. I extend my cross-cultural acceptability to around the Middle East. Past that, I'm not much for mystics who can put their fist through plate mail and walk across rice paper without leaving a trace. If I'm running a more Asiatic-influenced game, that changes, but that's a rarity.

Individual campaigns differ beyond that. I tend to go with games where magic-users are given a suspicious glance or worse, whether it be in my own home-brewed ones or those of a prepackaged variety (Midnight, Ravenloft), but I make it a point to warn the characters about any troubles they may have ahead of time.

I also tend not to use many traps, diminishing some of the effectiveness of the rogue, and don't use many dungeons, either, which can hurt some classes, but none of those are attempts at dissuading those classes from being played or the like.

While not a core class, games where I allow psionics are the exception, not the rule. Elements that smack of science fiction tend not to make their way into my games.

But, as I said; monk is really the only core class I disallow.
 

Well it all depends on the campaign, right? I mean, for each campaign I outline which classes will be acceptable in this, along with what rules variants I'm using, what "flavour" I'm hoping to capture, and what I expect players to come up with.

Somebody doesn't like the plan, they don't play in the campaign.

So I have a Kung-Fu Charlie's Angels-type game, a Cthulhu Pirate game (Skull & Bones crossed with CoC) and Barsoom, the campaign that only allows TWO classes: Fighter and Rogue (okay, not quite, but that's pretty much it). Different players in each game and not everyone would enjoy every game, but that's what kitbashing is all about, innit?

Variety, the SPICE GIRL of life.
 

Dislike? Or disallow?

I dislike clerics, because despite being an athiest, I feel that gods and miracles should have a certain awe and power to them, not a McSpells setup. However, all that really amounts to is me grousing out of play, and oftentimes including other McHealing options to move the cleric out of that spotlight, and reduce clerical healing dependency. Ironically, that tends to make PC clerics more powerful in my games, and I resist the temptation to make them whipping boys.

I tend to disallow wizards, clerics, and druids unless both the player and I have a lot of experience, but that's more for convenience. I haven't played enough 3.X to be familiar with a wide cross-section of spells, most of the people I game with are off-and-on too, so they're not exactly up to snuff, and the sorcerer/bard spellcasting style encourages intimate knowledge of a smaller number of spells, not "whip out the PHB" for a large number, and as a veteran of 2e combats where resolving a round took longer than the actual round... I'm understandably a little leery of such.
 

I dislike Wizards so much that I only DM low-magic setting anymore. I even went so far as to develop low magic Wizards and non-casting Bards ( thank you Khaalis) which are both posted on the second or third page of the House Rules section here at Enworld.

out of the 3.5 PHB classes I think I like the rest, even the Sorceror (though I would undoubtedly tame down his known spells in my campaign). I do Typically have a Soft-spot for Clerics and Fighters though as they are often the best roleplayed characters in any group I have DMed for.

I hate Elves. I have hated them since I started DMing over 13 years ago. I have a Soft Spot for Dwarves Halflings and Gnomes but prefer Humans.

But let it be known, i do not screw over any classes. As a player I have been shafted in a campaign ( I have played in 2 campaigns in 13 years, both lasted under 6 months). I was a 6th level cleric, was never allowed to learn non-core spells and the only magical item in my possession was bought for me by the DM's lapdog. Everyone else was running around decked out with atleast 3 items apeice.

That left a bad taste in my mouth so I do my best to treat everyone fairly and even ask them to speak up if the feel put upon.
 

Teflon Billy said:
I mostly like games about barbarians, fighters, rogues and my own variant ranger and variant cleric.

Slight hijack: you're really going to like Wulf's new book Grim Tales. Low magicky goodness. [/hijack]
 

JesterPoet said:
So, do any of you out there have a STANDARD class you dislike or disallow?

No.

I certainly like Monks to be rare in the mostly western campaigns we play. Other classes (more or less everyone save for Fighter, Rogue and Barbarian) would have more chance of feeling "special" if they are not so common. But I would never prevent a player to play the class he wants, and not even the combination class/race he wants, although there are some that really don't appeal me at all, first and foremost the ubiquitous Half-Orc Monk. What I do is simply never use NPC Half-Orc Monks, and then if some player wants to play one, he is welcome to realise he's himself a rare thing :)

Besides, I may dislike how some of the classes are often played in an archetypical way which makes them limited, and in that case I may try to challenge the player more to help him come out with some better roleplaying.
For example, long ago I stressed a Paladin with a few situations when it was difficult to behave top-Good and top-Lawful at the same time, so he had to choose which was the most important for him; I didn't strip him of his powers when he chose Good at the expense of Law, but I might have done it if he had chosen Law at the expense of Good :] but that's because Good vs Evil was much more important in the setting than Law vs Chaos.
 

I personally don't like rogues. I don't really know how to play one, never played one before, they're a big grey area for me. I also hate that out of the core classed, you need a rogue. Everyone can be replaced by something else (Fighters can be replaced by barbarians, paladins, or ragners, clerics can be replaced with druids, wizards can be replaced by sorcerors,) but no one can find traps.

However, except for the fact that everyone with ranks in search gets trapfinding, I don't screw rogues over. There's a rogue in my party now, we're both learning the class as we go. But I don't actively try to screw him over, well, no more than I deliberately screw everyone in the group over, I'm not a class hater, I'm just a big, fat jerk.
 

Count Arioch the 28t said:
I personally don't like rogues. I don't really know how to play one, never played one before, they're a big grey area for me.
I see them as the "multi-talented adventurer" class. Like Indiana Jones or James Bond.
 

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