Burning Questions: Why Do DMs Limit Official WOTC Material?

In today’s Burning Question we discuss: In D&D, why do DMs limit spells, feats, races, books, etc. when they have been play-tested by Wizards of the Coast?

In today’s Burning Question we discuss: In D&D, why do DMs limit spells, feats, races, books, etc. when they have been play-tested by Wizards of the Coast?

Photo by Mark Duffel on Unsplash


The Short Answer

A DM (Dungeon Master) is well within their right to decide which options are available at their table, regardless of the source of that material. After all the DM is responsible for the integrity of the game experience and may deem some material inappropriate or unbalanced.

Digging Deeper

This may seem a bit unfair to those who have paid for a product and expect to be able to use that product anywhere they go. However, the idea of limiting the material available to players is not without precedent. Currently the D&D Adventurers’ League has a PHB +1 rule, meaning a player can use the Player’s Handbook and one other source for their character. I believe this may be increasing soon. Previous incarnations of D&D organized play would use certs and introduce content a little at a time. There is a logic to setting limits. A DM can only know so many things and it is easy to get overwhelmed with a system like D&D or Pathfinder, where the amount of add-on content is enormous and occasionally deeply themed.

Appropriate Thematics

When creating a world to play D&D in, or more specifically to run D&D (or other games) in, a DM/GM will often choose a theme for the world. It may only apply to that specific campaign or it may apply to the entire world, but the theme sets expectations for the kinds of play experiences players may run into. Many DM’s, including myself, try and create a zeitgeist, a lived in feel to the world and this may well exclude certain types of character options.

Let’s just take a few examples from the PHB itself and show how they might not be appropriate for every campaign.

  • The Gnome. In general played as a cutesy and clever race, akin to dwarves but more gem obsessed. They work fine on Faerun, but if you were porting gnomes to say historical renaissance Holy Roman Empire, would they work? Maybe not. .
  • Eldritch Knight. In a world where knights do not exist or magic is inherently evil, warriors may not even think of learning sorcery.
  • Oath of the Ancients. Works great in a world where Fey and ancient forests are prominent. Works somewhat less well in desert or ice settings and campaigns.
Of course any of these could be made more thematic with a little work, but as mentioned the DM already has a lot of work to do. An overabundance of options mean keeping track of more abilities and their potential impact on both the setting and other party members. Even having the players keep track of the information themselves does not necessarily ease that burden. A more limited scope can work better for one shots and short campaigns. Where as wildly varying characters and character abilities may upset the verisimilitude of that style of game or possibly be game breaking.

Out of Balance

Of course just because WoTC tested a product does not make it right for every campaign. Balancing mechanics across an entire game can be a daunting task. Some might say an impossible one. And typically as a design team (who might have new members added) tinkers with mechanics and new options, a degree of power creep inevitably sneaks in.

Even a balanced rule can cause issues. Take for instance Healing Spirit from Xanathar’s Guide. There is a great deal of debate over whether Healing Spirit should be allowed in a game or not. Many players do not like its downsides. Certainly more than a few players enjoy the potential upside as well, but Healing Spirit is not a slam dunk or no-brainer for a DM.

In general, a DM has a high degree of latitude when creating a setting or planning a campaign. Ideally they will discuss their motives with players and come to the best compromise.

This article was contributed by Sean Hillman (SMHWorlds) as part of EN World's Columnist (ENWC) program. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
 

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Sean Hillman

Sean Hillman

Hussar

Legend
/snip

<ends up playing with me DMing because no one wants to actually put in the work to DM themselves.

This, more than anything else that I see on En World, I think explains the largest difference I see in how people approach D&D.

I haven't played in a group with only one DM, well, almost ever. A couple of years in 2e was about the only time. The vast majority of time we've had multiple DM's in the group so, one DM being able to claim "my way or the highway" is a quick route to playersville. We virtually have to have consensus since, pretty much at any time, someone else is willing to run a game that everyone (rather than just some of the group) wants to run a game.
 

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Jay Verkuilen

Grand Master of Artificial Flowers
Okay that's cute, but you do allow DMs to feature snow leopard animals without that necessarily meaning snow leopard people?


It depends a lot on the thematics. Skyrim shows you can do a perfectly good Norse setting with cat guys floating around. However, if the game was supposed to be "humans", say being based on an only slightly fantastic version of Europe, I might let a half orc or half elf in or do as someone else suggested and reskin a race.
 

jasper

Rotten DM
Dude, the players and I all saw The Lego Movie. We vote that Taco Tuesday is on Friday. Just like the movie says.
Sorry standards rules apply. Y'all went to the movie on Opening Friday, and did not pay my way. So you have to buy me a copy of DVD before I approve of this change.
 

jasper

Rotten DM
Ok, Now that the players have spoken.
Dm's what is your reason for banning stuff? (The point of the thread). You can skip the mechanical stuff which you think is over powered since many those threads exist.
I will restate my bans.
Feats, just because I want to see how the game would run without them.
No Underdark races as PCs. I would like to keep the Underdark as evil place to visit; not one you go home to for your family reunion.
Partial ban on Volo’s Monster. You come up with a great backstory. But you will be occasionally at disadvantage on something.
 

CydKnight

Explorer
I do not limit any official WoTC , 5th Edition published content except Unearthed Arcana. The latter of which is typically in the process of being play tested. Please do make your character as interesting as possible using what I feel is quite a bit of content to access.

I do understand the AL rules limiting it to the PHB + 1 to attract new players who aren't sure if they want to invest the money in however many (I'm right handed so can't count beyond 5) official rulebooks there are now. To counter this I open a dialog in a favorite chat server of my choice prior to session zero with all attending players to discuss character ideas. When session zero arrives, I bring all available content to the table for all to access and, we actually use the entire session time (typically 4 hours) for character creation.
 

oreofox

Explorer
Ok, Now that the players have spoken.
Dm's what is your reason for banning stuff? (The point of the thread). You can skip the mechanical stuff which you think is over powered since many those threads exist.
I will restate my bans.
Feats, just because I want to see how the game would run without them.
No Underdark races as PCs. I would like to keep the Underdark as evil place to visit; not one you go home to for your family reunion.
Partial ban on Volo’s Monster. You come up with a great backstory. But you will be occasionally at disadvantage on something.

My reason for banning stuff?
Humans: Don't exist in any sizeable capacity in my setting and would be killed on sight due to past atrocities they committed.
Warlock: Don't like the thematics of the class. Merged spell list with that of sorcerer. Never met a player who didn't play it as a bigger annoying edgelord than the typical rogue. If someone really really wanted to play one, they'd have to make a very compelling backstory.
Evil Alignment and Chaotic Neutral (CN not outright banned, but only players I know and trust can be CN): because I have never been in a game where evil characters were "played right", and CN is almost always "the DM doesn't allow evil characters so I will slap on CN and just play it evil".
 



reelo

Hero
I ban select stuff for the same reason a movie-director who wanted to produce a movie of Shakespeare's "Hamlet" would not allow the actors to dress up in furry suits.
"Hamlet with animals" *does* exist, it's called "Disney's Lion King" but that's been produced by a different studio.

When Peter Jackson produced the Lord of the Rings, he didn't allow the SFX team to put some Ringwraiths on fighter jets, even though digital effects to make those did exist. Also, cat-people and bird-people and turtle-folk are absent from that movie. Why?
 

TwoSix

Dirty, realism-hating munchkin powergamer
This, more than anything else that I see on En World, I think explains the largest difference I see in how people approach D&D.

I haven't played in a group with only one DM, well, almost ever. A couple of years in 2e was about the only time. The vast majority of time we've had multiple DM's in the group so, one DM being able to claim "my way or the highway" is a quick route to playersville. We virtually have to have consensus since, pretty much at any time, someone else is willing to run a game that everyone (rather than just some of the group) wants to run a game.
Have we had that poll before? Because really, that sounds like a good poll.
 

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