I'm actually at this issue right now, specifically with Dragonborn. They were never in Greyhawk before and the question is what to do with them :
1. Ban them, never in before, why start now ;
2. Retcon them in from the beginning, fully integrated;
3. Have Dragonborn be from a different part of Oerth such as Hepmonaland.
4. Have Dragonborn come through a Rift from a completely different world.
I'm partial to 4 because I can integrate it into the start of the campaign and also link it to further adventures.
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I would ban them. I restricted players to one of the original races: human, elf (high or wood), dwarf, halfling, gnome, half-elf, half-orc. No tieflings, no drow, no dragonborn. Those are not PC races in the Flanaess.
If I were to introduce dragonborn, yeah, I'd say they were from Hepmonoland or the Amedo Jungle on the southern shore of the Azure Sea. Alternately, from the lands beyond the Dry Steppes or the Sea of Dust.
As far as things to look out for, there's a few things that we found to disbalance the party:
1. The -5/+10 mechanic on Great Weapon Master and Sharpshooter. My changes are:
Great Weapon Master: Instead of -5/+10, when attacking with a heavy melee weapon, the player may roll an extra 1d6 damage against creatures that are size Large and larger.
Sharpshooter: Instead of -5/+10, your ranged weapon attacks gain a new range increment: Extreme range. The extreme range of a weapon is equal to double the long range. Attacks made against targets at long range have disadvantage.
Crossbow Expertise and Polearm Master are pretty good, but not as abusive without -5/+10.
2. Warlocks can be abusive. Hex + Agonizing Blast + Eldritch Blast is a large amount of damage with the "each bolt gets the bonus damage" ruling. Additionally, Devil's Sight + Darkness can be kind of silly and game-warping.
3. Moon Druids can be too powerful at early levels due to extreme durability, but also too weak or very boring at higher levels. They're soft banned at our table (that is, you can play one if you're not going to try to break it). Polymorph is similarly pretty ridiculous due to how durable it makes a PC. Some of our DMs have banned that.
4. Simulacrum is still a pretty stupid spell. It's simultaneously extremely powerful, and not at all worth it for the investment.
5. Bless is pretty nuts, particularly with advantage and -5/+10, and it's also
very boring for a cleric due to concentration rules because they're encouraged to cast it every combat. We've considered changing it to basically the 2e form: +1 on attacks and saves vs fear, 6 round duration, all visible allied targets within 50 ft, no concentration.
6. Counterspell is... a bit sketchy. It's not been a problem yet due to the combats we've had, but I can absolutely see why some have changed it to only counter spells without a die roll if the spell is of lower spell level (or sometimes 2 levels lower).