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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 3371357" data-attributes="member: 2047"><p>Sorry for not taking the time to read the entire thread, but I wanted to throw some advice in on the "limiting options" bit. I, too, have found that a good way to control the balance of the group is to allow everything from the PHB and all other things must be approved on a case by case basis. However, the trick is to ask "Why do you want this ability, i.e. what will it allow you to do now and in the future?" when a player asks to take a non-PHB feat/class/spell/etc. This keeps you from being blindsided by players who come up with powerful combos and sneak them in a bit at a time past an unwitting DM. If a player is willing to lie to you to get that uber-combo "legally" then you probably don't want to have him/her in your group anymore.</p><p></p><p>In my experience, having a reasonable expectation of what your PCs are capable of on paper helps you to design adventures that will challenge them. Good players will come up with combos on the fly that neither they or you never considered, but that's a <em>good</em> and exciting thing. I like crafty players, I just like to know if they've been crafty in advance <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>Good luck with your player, and I hope you can keep the group happy.</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 3371357, member: 2047"] Sorry for not taking the time to read the entire thread, but I wanted to throw some advice in on the "limiting options" bit. I, too, have found that a good way to control the balance of the group is to allow everything from the PHB and all other things must be approved on a case by case basis. However, the trick is to ask "Why do you want this ability, i.e. what will it allow you to do now and in the future?" when a player asks to take a non-PHB feat/class/spell/etc. This keeps you from being blindsided by players who come up with powerful combos and sneak them in a bit at a time past an unwitting DM. If a player is willing to lie to you to get that uber-combo "legally" then you probably don't want to have him/her in your group anymore. In my experience, having a reasonable expectation of what your PCs are capable of on paper helps you to design adventures that will challenge them. Good players will come up with combos on the fly that neither they or you never considered, but that's a [i]good[/i] and exciting thing. I like crafty players, I just like to know if they've been crafty in advance :). Good luck with your player, and I hope you can keep the group happy. [/QUOTE]
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