ezo
Hero
As a plus thread, please don't put down, dismiss, judge, etc. other peoples' view or comments. Thank you!
From the direction this thread (https://www.enworld.org/threads/we-would-hate-a-bg3-campaign.701844/) took, I became curious about what things different a DM might modify or restrict when they run a game. I'm not talking about modifications or homebrew, but pure restrictions--NOT ALLOWED.
You can choose multiple options, and feel free to explain why you make the choices you make if you care to. If you think of a type of restriction I missed, let me know and I'll update the poll. Thanks.
I'll go first.
BOOKS
Supplements
RACES - Only the "traditional" (dwarves, elves, halflings, gnomes, humans, half-elf, half-orc) are allowed.
CLASSES - no Artificier
SUBCLASSES - If the class and sourcebook are allowed, the subclass is allowed.
FEATURES - As subclasses, if the class, etc. is allowed, the feature is allowed.
MAGICAL ITEMS - Nothing too poweful (unique, legendary, artifacts) since my games run tier 2 generally.
NON-MAGICAL ITEMS - GUNS! No guns. Guns don't belong in D&D for me. Sometimes no plate armor, which is campaign dependent.
RULES - I play with a lot of rule modifications, but don't really restrict anything.
From the direction this thread (https://www.enworld.org/threads/we-would-hate-a-bg3-campaign.701844/) took, I became curious about what things different a DM might modify or restrict when they run a game. I'm not talking about modifications or homebrew, but pure restrictions--NOT ALLOWED.
You can choose multiple options, and feel free to explain why you make the choices you make if you care to. If you think of a type of restriction I missed, let me know and I'll update the poll. Thanks.
I'll go first.

BOOKS
Supplements
- Tasha’s Cauldron of Everything
- Fizban’s Treasury of Dragons
- Monsters of the Multiverse
- Bigby Presents: Glory of the Giants
- The Book of Many Things
- Guildmasters’ Guide to Ravnica
- Acquisitions Incorporated
- Eberron: Rising from the Last War
- Explorer’s Guide to Wildemount
- Van Richten’s Guide to Ravenloft
- Strixhaven: A Curriculum of Chaos
- Spelljammer: Adventures in Space
- Planescape: Adventures in the Multiverse
- Stranger Things: The Hunt for Thessalhydra
- Dungeons & Dragons vs Rick and Morty
- Wild Beyond the Witchlight
- Critical Role: Call of the Netherdeep
- Journeys Through the Radiant Citadel
- Dragonlance: Shadow of the Dragon Queen
- Keys from the Golden Vault
RACES - Only the "traditional" (dwarves, elves, halflings, gnomes, humans, half-elf, half-orc) are allowed.
CLASSES - no Artificier
SUBCLASSES - If the class and sourcebook are allowed, the subclass is allowed.
FEATURES - As subclasses, if the class, etc. is allowed, the feature is allowed.
MAGICAL ITEMS - Nothing too poweful (unique, legendary, artifacts) since my games run tier 2 generally.
NON-MAGICAL ITEMS - GUNS! No guns. Guns don't belong in D&D for me. Sometimes no plate armor, which is campaign dependent.
RULES - I play with a lot of rule modifications, but don't really restrict anything.