Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Core Three Only?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="IndyPendant" data-source="post: 3350737" data-attributes="member: 8738"><p>I am a firm believer in making sure the players are happy with their PCs. These are characters that (barring total disaster) may very well be with them quite literally for years! If I can't give a player what he wants, then I will work with him to try and find a compromise that meets him partway.</p><p></p><p>In other words, I make sure that if I'm going to take on the responsibility of running a campaign, I'm going to make every effort to do it <em>right</em>. Part of that, to me, means being as involved in character generation as my players. If a player wants something exotic, I say "Okay, let me take a look at it." I take the time to examine it, decide if it's reasonably close to balanced, and if so I allow it--with the caveat that if I discover later that there was something I had missed, the player will have to be open to balance changes later.</p><p></p><p>This method has worked very well for me so far.</p><p></p><p>I have a player in one campaign playing a Warblade from Tome of Battle. I happen to be one of those people that think the ToB is horribly overpowered (please don't resurrect that debate on this thread! : ) but he was convincing enough for me to let it through. I almost took it away from him recently, but <em>all</em> my players seem convinced his character is not overpowered, and they aren't the type to be dishonest with me like that, so...*shrug* I compromised by taking away the Warblade's ability to 'refresh' Maneuvers during an encounter. He's still playing it, and I'm still trying to decide for myself.</p><p></p><p>On the other hand, a player in my other campaign loved the flavour of the Complete Divine's Spirit Shaman. Now, *this* class is such a laughably, pathetically weak class that I was tempted to ban it outright simply because it was so horrible it wasn't worth the paper it was printed on. After I got past that initial impulse, I listened to what the player wanted for her character, and drew on abilities from classes in other books to boost the Spirit Shaman to a level I felt was balanced. I again offered the caveat that if it seemed my changes made her *too* powerful, she had to be open to changes later. And in fact, I did end up changing it recently again--by buffing it even further. (Gods, but the Spirit Shaman is a HORRIBLE, HORRIBLE class mechanically. It's got some good flavour, though... : )</p><p></p><p>The issue isn't whether to allow extra books or not. The issue is whether a GM is willing to invest the time and effort required to run a campaign properly, and what kind of relationship a GM has with his players. Now, if the GM and the players together decide they would all prefer to limit their own choices, then great! Run with it. However, a GM that arbitrarily limits his players' choices because he can't be bothered to take the time to examine what a player wants for his character...should not be a GM, imo.</p><p></p><p>(Edit: Please note that this response presumes an *experienced* GM. For new GMs, it's a good idea--and in fact, strongly recommended--to limit the game to the Core Three books. I did that myself when I recently tried my hand at running a campaign using Monte Cook's Arcana Evolved, since it was essentially a completely different (if similar) system to 3.5e.)</p></blockquote><p></p>
[QUOTE="IndyPendant, post: 3350737, member: 8738"] I am a firm believer in making sure the players are happy with their PCs. These are characters that (barring total disaster) may very well be with them quite literally for years! If I can't give a player what he wants, then I will work with him to try and find a compromise that meets him partway. In other words, I make sure that if I'm going to take on the responsibility of running a campaign, I'm going to make every effort to do it [i]right[/i]. Part of that, to me, means being as involved in character generation as my players. If a player wants something exotic, I say "Okay, let me take a look at it." I take the time to examine it, decide if it's reasonably close to balanced, and if so I allow it--with the caveat that if I discover later that there was something I had missed, the player will have to be open to balance changes later. This method has worked very well for me so far. I have a player in one campaign playing a Warblade from Tome of Battle. I happen to be one of those people that think the ToB is horribly overpowered (please don't resurrect that debate on this thread! : ) but he was convincing enough for me to let it through. I almost took it away from him recently, but [i]all[/i] my players seem convinced his character is not overpowered, and they aren't the type to be dishonest with me like that, so...*shrug* I compromised by taking away the Warblade's ability to 'refresh' Maneuvers during an encounter. He's still playing it, and I'm still trying to decide for myself. On the other hand, a player in my other campaign loved the flavour of the Complete Divine's Spirit Shaman. Now, *this* class is such a laughably, pathetically weak class that I was tempted to ban it outright simply because it was so horrible it wasn't worth the paper it was printed on. After I got past that initial impulse, I listened to what the player wanted for her character, and drew on abilities from classes in other books to boost the Spirit Shaman to a level I felt was balanced. I again offered the caveat that if it seemed my changes made her *too* powerful, she had to be open to changes later. And in fact, I did end up changing it recently again--by buffing it even further. (Gods, but the Spirit Shaman is a HORRIBLE, HORRIBLE class mechanically. It's got some good flavour, though... : ) The issue isn't whether to allow extra books or not. The issue is whether a GM is willing to invest the time and effort required to run a campaign properly, and what kind of relationship a GM has with his players. Now, if the GM and the players together decide they would all prefer to limit their own choices, then great! Run with it. However, a GM that arbitrarily limits his players' choices because he can't be bothered to take the time to examine what a player wants for his character...should not be a GM, imo. (Edit: Please note that this response presumes an *experienced* GM. For new GMs, it's a good idea--and in fact, strongly recommended--to limit the game to the Core Three books. I did that myself when I recently tried my hand at running a campaign using Monte Cook's Arcana Evolved, since it was essentially a completely different (if similar) system to 3.5e.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Core Three Only?
Top