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GM dislikes certain classes...
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<blockquote data-quote="Foundry of Decay" data-source="post: 1404624" data-attributes="member: 846"><p>I like pretty much all the core classes, and don't disallow any of them. Diversity is what sets a party apart from the cliche' (Personally I wouldn't want to run a group of all fighters, or a group with absolutely no caster types, but that is personal preference).</p><p></p><p>The only semi-core class I don't allow is the Oathsworn (or is it Oathbound?) from Monte Cook's Arcana Unearthed. While the class itself is valid, I tend to run a pretty open ended type of campaign and don't care for the rigid need for such a character to be tied to a very specific oath, and the harsh penalties that come with failing after a certain time (I'd be driven to distraction just timing a campaign to that one Oathsword character.. Imagine suddenly having to veer off of a quest because the character had to finish his Oath or be turned into a veritable turnip).</p><p></p><p>Otherwise its pretty much all good.</p></blockquote><p></p>
[QUOTE="Foundry of Decay, post: 1404624, member: 846"] I like pretty much all the core classes, and don't disallow any of them. Diversity is what sets a party apart from the cliche' (Personally I wouldn't want to run a group of all fighters, or a group with absolutely no caster types, but that is personal preference). The only semi-core class I don't allow is the Oathsworn (or is it Oathbound?) from Monte Cook's Arcana Unearthed. While the class itself is valid, I tend to run a pretty open ended type of campaign and don't care for the rigid need for such a character to be tied to a very specific oath, and the harsh penalties that come with failing after a certain time (I'd be driven to distraction just timing a campaign to that one Oathsword character.. Imagine suddenly having to veer off of a quest because the character had to finish his Oath or be turned into a veritable turnip). Otherwise its pretty much all good. [/QUOTE]
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