What Core Classes do you allow in your campaign?

What Core Classes do you allow in your campaign

  • Barbarian

    Votes: 194 95.1%
  • Bard

    Votes: 191 93.6%
  • Cleric

    Votes: 190 93.1%
  • Druid

    Votes: 186 91.2%
  • Fighter

    Votes: 204 100.0%
  • Monk

    Votes: 161 78.9%
  • Paladin (as core class)

    Votes: 176 86.3%
  • Rogue

    Votes: 202 99.0%
  • Ranger

    Votes: 186 91.2%
  • Sorceror

    Votes: 184 90.2%
  • Wizard

    Votes: 190 93.1%
  • Assassin (as core class)

    Votes: 14 6.9%
  • Witch

    Votes: 32 15.7%
  • Shaman

    Votes: 47 23.0%
  • Psion

    Votes: 96 47.1%
  • Psychic Warrior

    Votes: 93 45.6%
  • Specialist Wizard

    Votes: 163 79.9%


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I allow all the PH classes, plus the DMG npc classes if someone wants to play one (so far it's only happened once, with an aristocrat).

Also, I have two homebrewed base classes- the cannabix and the elementalist. Elementalists are described in this thread here, and cannabix are kinda like cannibalistic chaos druids who are afraid of nature.
 

hong said:
D00d! You included the shaman, but left out the samurai!

(Don't let all that stuff 'n nonsense about daishos and daimyos [D&D] fool you. The samurai is really just a knight in disguise, with some setting-specific frills. There's no reason it wouldn't fit into a non-Oriental setting.)

Well said, hong.

I use Samurai in my game, which is pseudo-ancient mediterranean. While I use the metagame term "Samurai", they're just noble warriors in-game.

But like I said, all the Japanese terms have been dropped - Katana and Wakizashi are now just swords, etc.

As for the poll, I use them all except the monk (mostly a flavour thing, I mean, martial arts were invented because peasants weren't allowed to carry weapons, not because they felt they could become uber-ninjas). All else being equal, a sword should always beat a fist.

I don't use the cleric either, the shaman taking its place. Though I've got a metaplot planned that will introduce clerics at its conclusion (or maybe near the end - I'm not sure yet).

And I don't use the bard because I think it's just ridiculous.

I also use the Sohei from OA, but instead of "Sohei" it is just a priest of one of the old martial gods (as are Paladin and Ranger). Only female Sohei, Paldins and Rangers may cast spells - males take a feat at every new spell level as per Rokugan rangers.

Druids are Evil (NPC-only).

No witch, no psionics (purely for flavour reasons - I've got no problems with it rules-wise), and the Assassin is an NPC-only (because it's Evil) PrC.
 



Felt like bumping this poll to include the update stats:

Fighter 100.0%
Rogue 98.8%
Barbarian 95.7%
Cleric 95.1%
Bard 93.8%
Wizard 92.6%
Ranger 92.0%
Druid 90.1%
Sorceror 88.9%
Paladin (as core class) 86.4%
Specialist Wizard 80.9%
Monk 76.5%
Psion 47.5%
Psychic Warrior 45.7%
Shaman 24.1%
Witch 14.8%
Assassin (as core class) 5.6%
 

I use all PHB core classes, tho some may need some justification (the monk esp.). But I'd also allow people to use some other classes e.g. Shaman or other OA core classes, or possibly the Green Ronin Holy Warrior thingy.

I'd let people play an expert or aristocrat if they wanted.

I don't use psionics.
 



Re: FungiMuncher

FungiMuncher said:
My campaign is pseudo-historical, set in dark ages Europe. I allow all the standard PH classes with the following exceptions:

The Monk is called a Pankrationist, a Greek martial artist. The oriental weapons have been dropped in favor of gauntlets, daggars and short swords. "Ki" strike is called "Pneuma" strike, with other naming changes.

The wizard has been dropped and replaced with an alchemist class. The alchemist idea fits the setting much better, and sorcerers are still an option. The alchemist is a homebrew class, with typical features as you would expect.

I've added the Rune Mage from Spells & Magic by Bastion Press. Only dwarves can take the class, and dwarves cannot have any other spellcasting class (due to their wierd background in my game).

Finally, I've added "The Medium," another home brew class. Basically, it's someone who deals with spirits; in concept, like a lot of the shaman or witch classes written. However, I wanted to allow for a kind of city based, Gypsy-like, crystal ball peering, fortune telling characters as well.

FM

This sounds really cool. I'm a big fan of the dark ages as a historical period and potential setting. Any chance of you putting up more information on what you're doing with it somewhere?

IMC, I allow anything as long as the player can provide or point to a complete rules set. That is simply the specific nature of Oathbound, however, I am a bit reluctant to allow some of the sci-fi classes I've seen. Not that it's come up.
 
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