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<blockquote data-quote="awesomeocalypse" data-source="post: 4973127" data-attributes="member: 85641"><p>4e probably isn't the ideal system for this, but if you really do want to go that route I have 2 suggestions:</p><p> </p><p>1.) Instead of outright banning all non-human races, allow for substantial reskinning. Certain races like Dragonborn or Gnomes would be difficult and should probably be banned, but there's no reason a "tough human" couldn't be a reskinned dwarf, or an "agile human" couldn't be a reskinned elf. In normal 4e I'm against that sort of thing because it can cause confusion when you have "real" elves and dragnborn calling themselves elves running around at the same time. But if everyone is flavoured human thats not an issue, and it might make the game a little more varied if you allow more than one race. Your players will probably appreciate it and have more fun as well.</p><p> </p><p>2.) Instead of banning every non-martial class from the get-go, tell your players to come up with ways to justify their characters within the setting and themes, and encourage them to do a little historical research (obviously not a whole paper's worth, maybe just a little googling). That might well rule out certain classes, but it might also drive that player who wants to play a warlock to do some research into the history of devil worship in the dark and middle ages and to come up with a character that is (apart from actually having powers) right in line with a relevant historical archetype. Same for druids, barbarians, bards, and definitely some divine classes. If you make it clear to your players that a character will not fly if it doesn't mesh with the setting's themes and history, I think you might be pleasantly surprised at how far they'll go to integrate their characters in an interesting and believable way.</p><p> </p><p>In general, I would encourage you to remember that while building a world you want to game in and tell stories in is important, your players will have more fun if they can play concepts that they actually want to play. If that means a traditional knight (fighter) or english longbowman (ranger) or lord (warlord), great. But if it their desired concept doesn't fall within that range they will probably be a lot happier if you work with them to find a way to rework their concept so it meshes with the setting, rather than simply banning it outright.</p></blockquote><p></p>
[QUOTE="awesomeocalypse, post: 4973127, member: 85641"] 4e probably isn't the ideal system for this, but if you really do want to go that route I have 2 suggestions: 1.) Instead of outright banning all non-human races, allow for substantial reskinning. Certain races like Dragonborn or Gnomes would be difficult and should probably be banned, but there's no reason a "tough human" couldn't be a reskinned dwarf, or an "agile human" couldn't be a reskinned elf. In normal 4e I'm against that sort of thing because it can cause confusion when you have "real" elves and dragnborn calling themselves elves running around at the same time. But if everyone is flavoured human thats not an issue, and it might make the game a little more varied if you allow more than one race. Your players will probably appreciate it and have more fun as well. 2.) Instead of banning every non-martial class from the get-go, tell your players to come up with ways to justify their characters within the setting and themes, and encourage them to do a little historical research (obviously not a whole paper's worth, maybe just a little googling). That might well rule out certain classes, but it might also drive that player who wants to play a warlock to do some research into the history of devil worship in the dark and middle ages and to come up with a character that is (apart from actually having powers) right in line with a relevant historical archetype. Same for druids, barbarians, bards, and definitely some divine classes. If you make it clear to your players that a character will not fly if it doesn't mesh with the setting's themes and history, I think you might be pleasantly surprised at how far they'll go to integrate their characters in an interesting and believable way. In general, I would encourage you to remember that while building a world you want to game in and tell stories in is important, your players will have more fun if they can play concepts that they actually want to play. If that means a traditional knight (fighter) or english longbowman (ranger) or lord (warlord), great. But if it their desired concept doesn't fall within that range they will probably be a lot happier if you work with them to find a way to rework their concept so it meshes with the setting, rather than simply banning it outright. [/QUOTE]
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