D&D as a smorgasbord

Actually it's because cherry trees hadn't evolved yet. There was just this scruffy grassy stuff on land when we crawled out of the sea to chip ourselves some flint dice.

Cheers, -- N

That's pretty old school...except to those of us who were happy with our flint chits!

OK, chit. It was 400lbs and one side represented "Win" and the other side "Lose."
 

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I've generally always done the smorgasbord thing.

When I played an Arabian Nights themed game, I used Scarred Lands and the Shelzar supplement. Limited things significantly.

My Savage Tide game had a very specific pallette of races/classes to choose from based on the whole jungle theme.

Thinking about it, I'd say that selected pallette is pretty much the norm of how I DM.
 

I wish I had the time and inclination to put together a list! I sort of did one at the start of this campaign, but more said "these are the main races" and hten asked what everyone was playing, and worked them all into my campaign world.

For Dark Sun, I"m going to make a bit more of an effort to pare things down a bit.
 

For 2E and 3E, sure, did the DMs-buffet thing. On the DM side, (monsters, etc) I think you always kind of do that. Focusing on the player side:

With 3E, actually made the rules supplement for the players from lots of 3rd party stuff. What was excluded was actually most of the stuff from WotC outside the core, except for spells and magic items that I added directly into the game.

And halflings and psionics. Excluded those for years.

Now, in my 4e game, new charecters have to be "mostly phb", but can add in outside options later. The more they deviat from the norm in the world...the more devient and unique they are.
 

I ended up with a human swashbuckler, a hobgoblin rogue/fighter, a hobgoblin soulknife, a shifter scout, a human rogue, and a half-orc barbarian.
Ugh. That's been bugging me for a while; it was a shifter ninja, not a shifter scout. Sorry. Had to issue a correction.

Anyway, although that was my first attempt at the "psionics replaces magic" idea, nobody ended up taking a psionic class (with the exception of the soulknife which doesn't really count) so that's still an idea I'd like to explore again sometime.

I didn't really get very exotic races or class choices, I didn't think.
 

Anyway, although that was my first attempt at the "psionics replaces magic" idea, nobody ended up taking a psionic class (with the exception of the soulknife which doesn't really count) so that's still an idea I'd like to explore again sometime.
Which psionics was it? IIRC, 3.0e had terrible psionics, while the 3.5e version was among the better balanced magic systems I've seen.

Cheers, -- N
 

I almost always run a cherry picked game. I dont allow PHB gnome, I use the Dragonlance CS one. I disallow Charisma casting (sorcer/bard). Wizards must be specialists, and some other things I cant remember. These are all explained by the campaign world (sorcerers are not available on the continent that mostof my games run in) Bards I use the Unearthed Arcana prestige class, Gnome I explained already...etc. I also do not allow Dwarf Wizards, both for cultural reasons and due to thier antimagic nature. I will occationally make an exception with good reason but I give dwarves an inherit arcane spell fail of 20% or so
 


I was gonna run a "no core" 3.5 game, but 4e came out before I had the chance. :) There are only so many hours in the week that people can play, you know.

But yeah- no spells, feats, races or classes from the PH; no magic items or prestige classes from the DMG.
 

My standard model:

"Anything Goes" -> "What you chose is common."

By default, it gets limited. What sees play is always a subset of what's out there.

I am also a big lover of new settings, so when a limited setting idea or prepackaged setting comes my way, that's what we use.
 

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