That's not a good option. That's a good for Jimmi option. There's a difference. For me it's a bad option. How bad depends on how much I dislike sushi.
It is better for the person who dislikes it. Better again being completely subjective. It's not a solo game, though, which is why only Dragonborn get the axe in my game, and not every race that I don't like.
But it brings us right back to the thing many of us simply don't understand.
How can you dislike something so much, that even having it as an option someone might take, is unacceptable? In a game where you can fight Demons weilding flaming swords or fungus men wielding laser guns or any number of other strange options, why are there things being banned just because they aren't liked? How can you dislike an idea that much?
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Entirely setting aside the fact that half the stuff you say D&D is bad at (characters who die easily, land management, mass minis combat) are things that some editions of D&D do not just well but exceedingly well, your argument still just boils down to "play the game this way and not that way, or else you're doing it wrong." Screw that noise. I can't be kind about this: screw that noise, it's a pernicious attitude unbecoming of any gamer.
I guess as a gamer I should bring golf clubs to the Football game so I can make a three point shot? Recognizing that a game has limits, and that if you want to play something past those limits you should play something else is not unbecoming of a gamer. Just like recognizing that a jack hammer might not be the best tool for cleaning the sink. You
can do it, but there are far easier ways to accomplish what you want.
Heck, I know that DnD can't be anything I want without a ton of work, because I've beaten my head against economics and crafting systems repeatedly. And, on this very forum, the very idea of wanting a crafting system was met with skepticism by some, who didn't understand why you wanted to do something so out of line with what DnD was made to do. I believe the common refrain was "Your characters are adventurers, not laborers"
The game was designed with a goal, and the farther you get from that goal, the harder it is to run the game.
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Mongols made it to Hungary and Poland, you didn't see then in England.
So it depends on the situation and world. I might want to focus on a specific area so anything from outside that area or immediate environs isn't allowed regardless if it exists somewhere on the planet.
Hell even if it exists 5 miles down the road doesn't matter in regards to if it's available for play.
Ask the DM if they say yes great if not play something else. Try picking something they've already said yes to or ask what's available.
Tortles post Tasha's are probably banned anyway if the variant ability rules are used. Here's my Tortle Bladesinger.....
Ah yes, the classic Geo-Lock. Because we all know people never travel outside of their designated area. I know five miles from a border, I'd never expect to see people from that border, right? I mean they only traveled a day at most, which is six times that in DnD, and people sometimes traveled vast distances to relocate in new lands for new opportunities, and this is in the context of a series of trade routes that eventually stretched two continents, but a five mile journey? It simply can't be done.
Also, really love how it was subtly snuck in that the best way to go forward is to just pick something the DM already said yes to. After all, once there are more things banned than allowed, there really is no other way to start playing.