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<blockquote data-quote="P1NBACK" data-source="post: 5893402" data-attributes="member: 83768"><p>Put rules / guidelines for creating races / classes into the DMG. That way you can A) put a "core" set in without muddying the waters and still allow people to create their own stuff to bring their old campaign or settings along with them and B) give incentives for the more creative players to pick up a traditionally "DM only" book. The DM can still have approval over what goes into their campaign and modify the player's creation, but they'll know if the guidelines were followed, then the race / class should be playable. </p><p></p><p>D&D has always been about home-brewing stuff. If someone really wanted Tiefling in their game, they can always make it. Giving guidelines makes it explicit that you're expected to homebrew stuff.</p><p></p><p>As for the rarity system, I like it. You can even define setting stuff using it. "Dragonborn are considered Common in this region of the world."</p></blockquote><p></p>
[QUOTE="P1NBACK, post: 5893402, member: 83768"] Put rules / guidelines for creating races / classes into the DMG. That way you can A) put a "core" set in without muddying the waters and still allow people to create their own stuff to bring their old campaign or settings along with them and B) give incentives for the more creative players to pick up a traditionally "DM only" book. The DM can still have approval over what goes into their campaign and modify the player's creation, but they'll know if the guidelines were followed, then the race / class should be playable. D&D has always been about home-brewing stuff. If someone really wanted Tiefling in their game, they can always make it. Giving guidelines makes it explicit that you're expected to homebrew stuff. As for the rarity system, I like it. You can even define setting stuff using it. "Dragonborn are considered Common in this region of the world." [/QUOTE]
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