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Limiting Player choice useless?

I've toyed with the idea of having a campaign where the core spellcasting classes (wizard, sorceror, cleric and druid) were only available up to level 6, and after that, you MUST take a prestige class to advance in spellcasting ability. The theory was that only low powered magic was able to be mastered by mere mortals without outside assistance, and the prestige classes offered would tie a character to some outside source of magic. Obviously not all prestige classes would be available, and the only ones available that granted spellcasting abilities would grant them from a specific god, demon, devil, extra planar creature or force, etc. I have yet to develop the specifics, but it could suit your needs.

JoelF
 

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I was in a game briefly where we had to dice for certain types of characters (both races and classes). I wanted an elf cleirc, I got an elf druid. It was okay. But it seemed a little arbitrary. The idea was that only a certain percentage of the population could be certain classes, but this seemed highly illogical to me. Obviously only a few out of thousands could be wizards, but the same would be true for any class. If we were truly rolling randomly we should have ended up farmers, or laborers or cobblers or the like.

I left the game for other reasons, but I did think that was odd. I don't think the random roll of dice should over determine player choice. Still, there can be some fun in that. Sort of like using pre-gen characters. I wouldn't do it for a long campaign, but for a short adventure sure.

I frequently put limits on character race and class. But I usually do it on a case by case basis. I usually start with the Core books, and then say "sell it to me" for anything else, PrCs or special spells and the like.
 

My advice, lay down the law. If the PCs can respect the fact you are running the game, then inform on them to find another. After all if you're not having fun, it's not as fun to think up stuff for them to do.
 

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