Hiya! I also remember some promise about not having a "book of the month" club that 3.x/4/PF had/have. Technically, that's probably true...but to me they were being a bit shady to me.
We don't have a book every month. Were you here for 3E? For 4E in particular where it literally was a new hardcover book every month for quite a while? Try explaining up with that adjustment to the gaming budget. Do you play Pathfinder where it's literally 2+ books per month, though smaller ones than the 4E hardcover rush?
So no. Fifth is not even in the same universe as those editions/games.
We may not get a new book every month...but we get new "Sage Advice" and "Unearthed Arcana" every month; and that stuff seems to be regarded by the masses as more or less "official".
With every "Somebody's Guide to..." or Sage Advice column, it seems we are heading down the exact same path that 3e took (and PF...we avoided 4e like the plague, so no comment on that system).
OK, you may not like those things, but they have always been a part of D&D. In the 0E/1E/2E days we had Dragon magazine every month and it contained this same kind of stuff - rules interpretations, essays on how certain subsystems could be interpreted or improved, new classes (barbarian! cavalier! thief-acrobat!), new magic items, new spells, new monsters - it was all there, even if it was on paper and not electronic. I wouldn't think that disallowing them would be a deal breaker, but maybe instead of a flat-out "no" you might consider "not until we've looked them over as a group and come to an agreement about them".
Why is this a problem? From where we sit (me and my group), it's made recruiting people for 5e virtually IMPOSSIBLE. An advert for "two or three 5e players for a weekly, Sunday game, 3pm to 7pm, give or take a half hour"...may get calls and emails, but the moment I say "Er, no, we don't use Feats, or Multiclassing, or stuff from SA or UA unless we all agree before hand and I don't see a problem with it, campaign wise"...POOF! No more interest. At all.
So much for "Now anyone can jump into a 5e game and play the way they want!"....should be "Now anyone can jump into a 5e* game and play the way they want! (*Feats, Multiclassing, SA, UA and all other WotC produced content is assumed)".
Alright I think this is a combination of several things.
- Some players think multiclassing is essential to the character concepts they like. I don't feel that way bit for some players it is a dealbreaker. It's also an element of the game that's been around since at least AD&D - why are you against it?
- Some players see feats as a critical part of the game for trying different concepts or approaches. I get this more as when I'm a player, particularly if it's a class with a lot of opportunities to take them, stat boosts can start to look a little boring after a while. Feats help give a character a little more mechanical flavor.
- Sage Advice is generally rules clarifications. I'm not sure why you would be looking to lock those out as a general policy. Assuming you have some reasons it might be helpful to explain them.
- Unearthed Arcana - I get this. I go back and forth myself but I tend to allow it if a player is really fired up about something.
This was what I was afraid of. And probably why I won't be DM'ing a 5e campaign anytime in the next decade.
Is anyone else out there in the same boat that we are? If you don't use the "so-called OPTIONAL" stuff mentioned, your chance of finding a game or players is virtually zilch?
^_^
Paul L. Ming (a now, more-or-less, "ex-5e DM" at this point).
I think it might help if you shared some of your reasoning on these decisions. For example - Feats: are you trying to protect against powergaming here? They're really not that mechanically complicated so I'm not sure what the issue is. Same with multiclassing - why don't you want players to do it? Some of the other stuff I get but MC and feats are right there in the PHB so it's not even really a "needing another book" type of issue that some people are bothered by. If you can explain it with some sound reasoning then it might be easier to sell them on why they want to join the rest of your game.
Aside from that, yes, some players see any kind of restriction as limiting their fun. It may not make much sense but I've seen it quite a bit over the years. They don't understand why they shouldn't be able to mix and match elements from 14 different sourcebooks and if you don't allow it nothing you can say is going to help them get past it. They'll join or they won't and even if they do it may or may not work out over time because of the constant sore spot thinking about what they can't do rather than enjoying what they have.
Regardless, good luck in your efforts. Finding and keeping a stable dependable group of players is one of the great challenges in RPG-ing. I've had a stable group for a long time but even there bringing in new people is always a delicate operation, regardless of system.