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General Tabletop Discussion
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Burning Questions: Why Do DMs Limit Official WOTC Material?
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<blockquote data-quote="Keravath" data-source="post: 7763111" data-attributes="member: 6916036"><p>Honestly, I can easily see reasons why a DM might ban specific races from a campaign. Most often due to cultural issues. Groups like goblins, kobolds, orcs, bugbears, yuan-ti or drow may exist in the world but they may be so widely feared or detested that trying to play a character from one of these groups might be almost impossible. Especially in a campaign with any content in a city or village where interaction with prejudiced NPCs might occur. In many cases, player characters from such groups can be very disruptive to a storyline (though of course in other campaigns they could become the focus of the storyline). </p><p></p><p>On the topic of banning material, I try to avoid it. However, I suspect there are many who don't allow certain things in the first place since they don't want to turn around later and take it away ... and then retcon the behaviour of a character over how ever many sessions to account for the now lost ability. Since the character and their abilities grow together, some particularly notable feats or abilities can become a defining element to a character then if the DM later finds that they seem too powerful, they will be conflicted about removing them. Some of the combat focused feats like Great Weapon Master and Sharpshooter could fall into this category especially when combined with polearm master and crossbow expert and with some way to often get advantage like darkness+devil's sight, shadows of moil/greater invisibility or barbarian reckless attack (for PAM+GWM).</p></blockquote><p></p>
[QUOTE="Keravath, post: 7763111, member: 6916036"] Honestly, I can easily see reasons why a DM might ban specific races from a campaign. Most often due to cultural issues. Groups like goblins, kobolds, orcs, bugbears, yuan-ti or drow may exist in the world but they may be so widely feared or detested that trying to play a character from one of these groups might be almost impossible. Especially in a campaign with any content in a city or village where interaction with prejudiced NPCs might occur. In many cases, player characters from such groups can be very disruptive to a storyline (though of course in other campaigns they could become the focus of the storyline). On the topic of banning material, I try to avoid it. However, I suspect there are many who don't allow certain things in the first place since they don't want to turn around later and take it away ... and then retcon the behaviour of a character over how ever many sessions to account for the now lost ability. Since the character and their abilities grow together, some particularly notable feats or abilities can become a defining element to a character then if the DM later finds that they seem too powerful, they will be conflicted about removing them. Some of the combat focused feats like Great Weapon Master and Sharpshooter could fall into this category especially when combined with polearm master and crossbow expert and with some way to often get advantage like darkness+devil's sight, shadows of moil/greater invisibility or barbarian reckless attack (for PAM+GWM). [/QUOTE]
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Burning Questions: Why Do DMs Limit Official WOTC Material?
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