I'm with you here, T-Bill. However, that's still no excuse for punishing a player for making a choice that you allowed but really wish they hadn't made. For instance, if I don't like magic the way it is in standard D&D, it's not hard to change it.Teflon Billy said:I mostly dislike spellcasting classes in my game, as it is one of those "Low Magic campaigns that suck"![]()
I'm pretty stingy with magic items, which tends to really, really ramp up the spellcasting classes effectiveness (As they get to choose a minimum of two new spells every level).
I mostly like games about barbarians, fighters, rogues and my own variant ranger and variant cleric. There's no place for Monks, and preciouslittle for Paladins (though there are NPC Paladins...they are a scary order that hew a little closer to "Law" than "Good" unlike the standard D&D Paladin who seems to pay more attention to Good than Law as a rule).
All of that said, I would never bother allowing someone to play a Monk just so I could screw them over; though I've lost count of the people who want to play a spellcaster "for RP reasons" (Bull)...they always seemed to hear the words "low Magic" and decide that they needed to screw with me by playing magic-based characters.
Altalazar said:I would never want to disallow a core class - not unless it was basically built into an entire world I'd created - but my main world includes them all (and then some!) so I guess it is moot.
Teflon Billy said:I mostly dislike spellcasting classes in my game, as it is one of those "Low Magic campaigns that suck"![]()
Joshua Dyal said:For my latest "low magic campaign that sucks", starting next week

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.