In this case, this is a DM issue. I prefer to set the reigns of a campaign, let players know of their options up front. I have a huge binder/primer that I use for my ccampaign that has the listings of all accepted material for the campaign. That way, there's no question as to what should and shouldn't be there.Jürgen Hubert said:I think the main problem would be conflict between those players who have memorized numerous prestige classes from a large number of supplements and those who haven't. The former can plan their characters effectively, while the latter will howl in frustration: "Why didn't anyone tell me about that prestige class 7 levels ago? Now my character can't get into that class!"
Enjoyment of the way your character develops shouldn't hinge on memorizing large numbers of supplements. At least that's my stance, and I am sticking with it.
Jürgen Hubert said:It was recently pointed out to me that many players plan their D&D characters a long time in advance - often for five, ten, or even more levels. They need to do this to get precisely the combination of feats and prestige classes they want.
And somehow, this seems vaguely annoying. The life of an adventurer can be extremely varied, and logically, this should mean that a character constantly learns new things in response to his previous experiences - instead of focusing his training on a rigid advance scheme so that he can meet certain prerequisites for his favorite prestige class.
Should we accept this bit of metagaming that characters simply continue to advance into the direction of a specific goal, despite the fact that the character himself might not even have seen reason to learn specific skills or feats? Or should the prerequisite system be overhauled to allow for more spontaneity and variety during character advancement without obstructing future choices?
What are your thoughts on this?
Same here. Campaigns change from day to day.Infernal Teddy said:Most people I know plan from one level to the next...
Jürgen Hubert said:Should we accept this bit of metagaming that characters simply continue to advance into the direction of a specific goal, despite the fact that the character himself might not even have seen reason to learn specific skills or feats?