Define Core Only for your game

der_kluge

Adventurer
I "prefer" to run a core game, but I'll allow anything from any other source, so long as I approve it.

I have a Marshall (Miniatures handbook), a Knight (PHB2), a Scout (Complete Adventurer), A Cloistered Cleric (Unearthed Arcana), and a Master of Shrouds (Libris Mortis) all in my game.
 

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howandwhy99

Adventurer
Olgar summed it up nicely for me. The game would just be unmanageable for my own DMing style otherwise. In my game I do try and take out none core base classes written into modules, if they aren't relevant. But I do like to play with and include some of those funky houserules he mentioned too. My excuse it they open doors and fix a few mistakes rather than alter the fundamentals.

For example,
I allow "magic" using profession and craft skills without the spellcasting prerequisite. Now I can add any variety of hedge wizard without it getting out of hand. (door opener)
Exotic weapons are broken into Cultural or Exotic; cultural being martial weapons unknown at start and exotic those that actually have a payoff for the feat to use. (door opener and mistake fixer)
 


reanjr

First Post
PHB only. Anything else is on a case by case basis, and often rejected. Depending on the campaign, might also include custom material or pulled material specifically designed or used for the mood.

When I do it, it's for keeping the game simple and creating the right type action.

Sometimes I get a mumbled complaint or two near the beginning of a campaign, but no more than that.
 

Zweihänder

First Post
Remathilis said:
Oooh... so close...



Thats all of them!

Major props to Odhanan also for getting them all on the first try!

I don't know how I missed Spell Compendium or Fiend Folio, since I OWN them. Also, Libris Mortis is my best friend's favorite book...

Weird.
 

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