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<blockquote data-quote="Dantilla" data-source="post: 5578499" data-attributes="member: 35735"><p><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px"><span style="color: purple">I think a lot of it really depends on reasonable in-game character knowledge. The rest depends on how much of a jerk the DM wants to be.</span></span></span></p><p></p><p><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px"><span style="color: purple">When I was monitoring character creation for my current game, I generally let the players do what they wanted and accepted what they gave me. It just so happened that they chose concepts that more or less worked. In the game I was running (Ravenloft), it just so happens that certain classes have disadvantages, and as DM I had some decisions to make.</span></span></span></p><p></p><p><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px"><span style="color: purple">Some classes simply would not have worked. Due to the nature of the world, classes that rely heavily on summoning would have been next to useless, as the land is cut off from other planes. Had anyone brought me a concept like that, I would have told them to make another character.</span></span></span></p><p></p><p><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px"><span style="color: purple">Otherwise, cetain spells do not function the same way as they do in "normal" D&D. This makes things a little more complicated for some of the spellcasters, as some of their spells went off differently than expected. However, since in the story the characters were spirited away from Oerth to Ravenloft, I judged it fair that they would have to learn about those things the hard way.</span></span></span></p><p></p><p><span style="font-family: 'Palatino Linotype'"><span style="font-size: 12px"><span style="color: purple">A lot of the decision making comes in when judging how good your players are at separating character knowledge and player knowledge.</span></span></span></p></blockquote><p></p>
[QUOTE="Dantilla, post: 5578499, member: 35735"] [FONT=Palatino Linotype][SIZE=3][COLOR=purple]I think a lot of it really depends on reasonable in-game character knowledge. The rest depends on how much of a jerk the DM wants to be.[/COLOR][/SIZE][/FONT] [COLOR=purple][/COLOR] [FONT=Palatino Linotype][SIZE=3][COLOR=purple]When I was monitoring character creation for my current game, I generally let the players do what they wanted and accepted what they gave me. It just so happened that they chose concepts that more or less worked. In the game I was running (Ravenloft), it just so happens that certain classes have disadvantages, and as DM I had some decisions to make.[/COLOR][/SIZE][/FONT] [COLOR=purple][/COLOR] [FONT=Palatino Linotype][SIZE=3][COLOR=purple]Some classes simply would not have worked. Due to the nature of the world, classes that rely heavily on summoning would have been next to useless, as the land is cut off from other planes. Had anyone brought me a concept like that, I would have told them to make another character.[/COLOR][/SIZE][/FONT] [COLOR=purple][/COLOR] [FONT=Palatino Linotype][SIZE=3][COLOR=purple]Otherwise, cetain spells do not function the same way as they do in "normal" D&D. This makes things a little more complicated for some of the spellcasters, as some of their spells went off differently than expected. However, since in the story the characters were spirited away from Oerth to Ravenloft, I judged it fair that they would have to learn about those things the hard way.[/COLOR][/SIZE][/FONT] [COLOR=purple][/COLOR] [FONT=Palatino Linotype][SIZE=3][COLOR=purple]A lot of the decision making comes in when judging how good your players are at separating character knowledge and player knowledge.[/COLOR][/SIZE][/FONT] [/QUOTE]
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