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Burning Questions: Why Do DMs Limit Official WOTC Material?
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<blockquote data-quote="SMHWorlds" data-source="post: 7762269" data-attributes="member: 6853809"><p>In today’s Burning Question we discuss: <a href="https://www.quora.com/In-D-D-why-do-DMs-limit-spells-feats-races-books-etc-when-they-have-been-play-tested-by-Wizards-of-the-Coast" target="_blank">In D&D, why do DMs limit spells, feats, races, books, etc. when they have been play-tested by Wizards of the Coast</a>? [PRBREAK][/PRBREAK]</p><p></p><p style="text-align: center">[ATTACH]102414[/ATTACH]</p> <p style="text-align: center"></p> <p style="text-align: center">Photo by <a href="https://unsplash.com/photos/U5y077qrMdI?utm_source=unsplash&utm_medium=referral&utm_content=creditCopyText" target="_blank">Mark Duffel</a> on <a href="https://unsplash.com/search/photos/rules-boundaries?utm_source=unsplash&utm_medium=referral&utm_content=creditCopyText" target="_blank">Unsplash</a></p> <p style="text-align: center"></p><p></p><p> </p><p><strong><span style="font-size: 12px">The Short Answer</span></strong></p><p></p><p>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.</p><p></p><p><strong><span style="font-size: 12px">Digging Deeper</span></strong></p><p></p><p>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<strong> D&D Adventurers’ League</strong> has a PHB +1 rule, meaning a player can use the <strong>Player’s Handbook</strong> 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.</p><p></p><p><strong><span style="font-size: 12px">Appropriate Thematics</span></strong></p><p></p><p>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. </p><p></p><p>Let’s just take a few examples from the PHB itself and show how they might not be appropriate for every campaign.</p><p></p><ul> <li data-xf-list-type="ul"><strong>The Gnome. </strong>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. . </li> <li data-xf-list-type="ul"><strong>Eldritch Knight.</strong> In a world where knights do not exist or magic is inherently evil, warriors may not even think of learning sorcery. </li> <li data-xf-list-type="ul"><strong>Oath of the Ancients.</strong> Works great in a world where Fey and ancient forests are prominent. Works somewhat less well in desert or ice settings and campaigns. </li> </ul><p>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. </p><p></p><p><strong><span style="font-size: 12px">Out of Balance</span></strong></p><p></p><p>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. </p><p></p><p>Even a balanced rule can cause issues. Take for instance <em>Healing Spirit</em> from <strong>Xanathar’s Guide</strong>. There is a great deal of debate over whether <em>Healing Spirit</em> 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 <em>Healing Spirit</em> is not a slam dunk or no-brainer for a DM.</p><p></p><p>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. </p><p></p><p><span style="color: #3E3E3E"><em>This article was contributed by Sean Hillman (<a href="http://www.enworld.org/forum/member.php?6853809-SMHWorlds" target="_blank">SMHWorlds</a>) as part of EN World's Columnist (ENWC) program. We are always on the lookout for freelance columnists! If you have a pitch, <a href="http://www.enworld.org/ensider/columnists.html" target="_blank">please contact us</a>!</em></span></p></blockquote><p></p>
[QUOTE="SMHWorlds, post: 7762269, member: 6853809"] In today’s Burning Question we discuss: [URL="https://www.quora.com/In-D-D-why-do-DMs-limit-spells-feats-races-books-etc-when-they-have-been-play-tested-by-Wizards-of-the-Coast"]In D&D, why do DMs limit spells, feats, races, books, etc. when they have been play-tested by Wizards of the Coast[/URL]? [PRBREAK][/PRBREAK] [CENTER][ATTACH=CONFIG]102414[/ATTACH] [/CENTER] [CENTER]Photo by [URL="https://unsplash.com/photos/U5y077qrMdI?utm_source=unsplash&utm_medium=referral&utm_content=creditCopyText"]Mark Duffel[/URL] on [URL="https://unsplash.com/search/photos/rules-boundaries?utm_source=unsplash&utm_medium=referral&utm_content=creditCopyText"]Unsplash[/URL] [/CENTER] [B][SIZE=3]The Short Answer[/SIZE][/B] 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. [B][SIZE=3]Digging Deeper[/SIZE][/B] 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[B] D&D Adventurers’ League[/B] has a PHB +1 rule, meaning a player can use the [B]Player’s Handbook[/B] 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. [B][SIZE=3]Appropriate Thematics[/SIZE][/B] 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. [LIST] [*][B]The Gnome. [/B]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. . [*][B]Eldritch Knight.[/B] In a world where knights do not exist or magic is inherently evil, warriors may not even think of learning sorcery. [*][B]Oath of the Ancients.[/B] Works great in a world where Fey and ancient forests are prominent. Works somewhat less well in desert or ice settings and campaigns. [/LIST] 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. [B][SIZE=3]Out of Balance[/SIZE][/B] 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 [I]Healing Spirit[/I] from [B]Xanathar’s Guide[/B]. There is a great deal of debate over whether [I]Healing Spirit[/I] 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 [I]Healing Spirit[/I] 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. [COLOR=#3E3E3E][I]This article was contributed by Sean Hillman ([URL="http://www.enworld.org/forum/member.php?6853809-SMHWorlds"]SMHWorlds[/URL]) as part of EN World's Columnist (ENWC) program. We are always on the lookout for freelance columnists! If you have a pitch, [URL="http://www.enworld.org/ensider/columnists.html"]please contact us[/URL]![/I][/COLOR] [/QUOTE]
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