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<blockquote data-quote="Jester David" data-source="post: 7747820" data-attributes="member: 37579"><p>You can do what you want at your table. I also tend to allow everything in my 5e game, because there's relatively little content and less room for interactions. And because I like to homebrew, so why not also allow it and some of the best of the DMsGuild?</p><p>But in a few years when there's more feats, spells, races, subclasses, and magic items, I can see more room for abusive combinations. It makes sense to have the rules in place to prevent abuse now rather than trying to add them in the middle of a campaign. </p><p> </p><p>Allowing everything a great option, but it shouldn't be the default assumption of the game. Players shouldn't assume everything goes. Meanwhile, assuming "core only" is also less fun. I had my fair share of DMs like that during 3e, who got burned by the splatbooks or Living Greyhawk play. </p><p></p><p>But that doesn't make it a crap rule. Because YOU disagree with it and don't like it doesn't make it a bad rule or an unnecessary rule. </p><p></p><p>Listen in on some high level Pathfinder Society for an example of a campaign without it. People use a dozen books for their characters and it's impossible to know what to expect from anyone's character. When someone walks up to a table with a Spirit Walker Mesmerist Vishkanya with the Deceptive and Subtle Appearance alternate racial traits. What do you expect that character to do? What do they look like? As the DM, what should you be expecting and how to you prepare to adjudicate that characters?</p><p>The thing is... you can't. Having run a bunch of high level (10-12th level) Pathfinder Society at cons, you just smile and nod. When a player says they can do some BS thing, you just accept it because going down the rabbit hole of fact checking eats up too much time in the limited slot. </p><p>There's a reason Pathfinder Society created an alternate version of the campaign that is <a href="http://paizo.com/community/blog/v5748dyo5lh0h?Introducing-the-Core-Campaign" target="_blank">Core only</a>. </p><p></p><p>AL splits the difference as doesn't have two competing campaigns and instead limits players. </p><p></p><p></p><p>I doubt they've reprinted a single line because of AL. </p><p>As you say, they didn't reprint the demon lords because of it. The reprinted monsters are likely because it made sense and they're not assuming every DM buys the storyline adventures. (I wasn't a fan of that reprinting either, though.)</p><p>I imagine the subclass reprinting was more to do with having a few extra pages in the book and deciding to reprint from a less popular book (and revise) rather than printing a subclass people were not excited about and needed more work. </p><p></p><p>AL is a surprisingly small number of players. A relatively insignificant fraction of the fanbase. More people probably use that rule in their homegames because Meals suggested it than use it because they're in AL. </p><p>Core+1 is just a widely used houserule. Like critical fumbles. Or having a natural 20 automatically succeed on a skill check or saving throw. It <em>started</em> in the AL, but is no longer limited or confined to that play program, having been mentioned in the actual rulebooks. It's as valid as any optional rule in the DMG.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7747820, member: 37579"] You can do what you want at your table. I also tend to allow everything in my 5e game, because there's relatively little content and less room for interactions. And because I like to homebrew, so why not also allow it and some of the best of the DMsGuild? But in a few years when there's more feats, spells, races, subclasses, and magic items, I can see more room for abusive combinations. It makes sense to have the rules in place to prevent abuse now rather than trying to add them in the middle of a campaign. Allowing everything a great option, but it shouldn't be the default assumption of the game. Players shouldn't assume everything goes. Meanwhile, assuming "core only" is also less fun. I had my fair share of DMs like that during 3e, who got burned by the splatbooks or Living Greyhawk play. But that doesn't make it a crap rule. Because YOU disagree with it and don't like it doesn't make it a bad rule or an unnecessary rule. Listen in on some high level Pathfinder Society for an example of a campaign without it. People use a dozen books for their characters and it's impossible to know what to expect from anyone's character. When someone walks up to a table with a Spirit Walker Mesmerist Vishkanya with the Deceptive and Subtle Appearance alternate racial traits. What do you expect that character to do? What do they look like? As the DM, what should you be expecting and how to you prepare to adjudicate that characters? The thing is... you can't. Having run a bunch of high level (10-12th level) Pathfinder Society at cons, you just smile and nod. When a player says they can do some BS thing, you just accept it because going down the rabbit hole of fact checking eats up too much time in the limited slot. There's a reason Pathfinder Society created an alternate version of the campaign that is [URL="http://paizo.com/community/blog/v5748dyo5lh0h?Introducing-the-Core-Campaign"]Core only[/URL]. AL splits the difference as doesn't have two competing campaigns and instead limits players. I doubt they've reprinted a single line because of AL. As you say, they didn't reprint the demon lords because of it. The reprinted monsters are likely because it made sense and they're not assuming every DM buys the storyline adventures. (I wasn't a fan of that reprinting either, though.) I imagine the subclass reprinting was more to do with having a few extra pages in the book and deciding to reprint from a less popular book (and revise) rather than printing a subclass people were not excited about and needed more work. AL is a surprisingly small number of players. A relatively insignificant fraction of the fanbase. More people probably use that rule in their homegames because Meals suggested it than use it because they're in AL. Core+1 is just a widely used houserule. Like critical fumbles. Or having a natural 20 automatically succeed on a skill check or saving throw. It [I]started[/I] in the AL, but is no longer limited or confined to that play program, having been mentioned in the actual rulebooks. It's as valid as any optional rule in the DMG. [/QUOTE]
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