My 0.02¢ on splatbooks.
Overall, I like them. My sole problem with them is in the form of power creep, which is itself a twofold problem:
1) they often offer powerful goodies that are "under-costed" in some way, which can unbalance the game.
2) they often support only a narrow selection of previous offerings, leaving certain "orphaned" races, classes, or other system options progressively less viable in terms of overall balance or number of "kewl options".
My solution has been this: unless the splatbook contains something that is easily added or is a needed correction to a prior flaw in the game, if it wasn't in print at the beginning of the campaign, it can't be used. Coupled with a GM Veto, it works pretty well.
And by that veto, I mean that I will not allow anything in the campaign I think will throw the campaign seriously out of whack. Unless it is utterly egregious, I'm not going to outright ban a concept, but I might ask you to rework it, and offer suggestions as to how it can be tweaked to fit in better.
Overall, I like them. My sole problem with them is in the form of power creep, which is itself a twofold problem:
1) they often offer powerful goodies that are "under-costed" in some way, which can unbalance the game.
2) they often support only a narrow selection of previous offerings, leaving certain "orphaned" races, classes, or other system options progressively less viable in terms of overall balance or number of "kewl options".
My solution has been this: unless the splatbook contains something that is easily added or is a needed correction to a prior flaw in the game, if it wasn't in print at the beginning of the campaign, it can't be used. Coupled with a GM Veto, it works pretty well.
And by that veto, I mean that I will not allow anything in the campaign I think will throw the campaign seriously out of whack. Unless it is utterly egregious, I'm not going to outright ban a concept, but I might ask you to rework it, and offer suggestions as to how it can be tweaked to fit in better.
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