Bardsandsages said:
If I create a pre-gen wizard and give him comprehend languages and the player changes it to an offensive spell, that could prevent the party from picking up an important clue when they overhear two shady characters plotting in a different language.
Adventure design shouldn't assume that the players will think to use that spell at that time anyway, especially in a time-limited game. Therefore, missing a clue must not be the death of the adventure.
In which case, switching out that spell might not be for the best, but it should be especially problematic.
Players have to trust that the pre-gen was made the way it was for a reason. Altering it can fundamentally screw up a game because the players are looking to min-max their character sheets without even knowing what they are getting into.
To be fair, when running a one-shot game, I wouldn't allow the players to modify the sample characters, either. However, by the same token, I wouldn't give them obviously sub-par characters in the first place.
I've said it before, on another thread: the characters for a one-shot should be generated just after the one-shot adventure itself, and should be created with reference to the adventure itself. This clearly was not the case here (a Rogue in an adventure with one trap, no secret doors and no locks to open?).
Further, the characters should be built to be good in the opne or two areas favoured by their class, and should be iconic representatives of their class (so, no Paladin with Cha 10).
And it goes without saying that the characters should be mechanically correct (two-handed Fighter with a shield, Cleric of Moradin with disallowed Domains... although they did later fix that one). Well, it should go without saying, I guess
Oh, and for goodness sake, give the players characters to run, not just sets of stats. Honestly, is four sentences of background too much to ask?