D&D 5E (2014) DM imposed restrictions to the game (+)

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What things do you restrict when running a D&D game?

  • Nothing. Anything and everything goes.

    Votes: 21 8.7%
  • Some books (official)

    Votes: 126 52.3%
  • Some matieral (non-official 3PP)

    Votes: 177 73.4%
  • Some races

    Votes: 141 58.5%
  • Some classes

    Votes: 75 31.1%
  • Some subclasses

    Votes: 95 39.4%
  • Some features

    Votes: 55 22.8%
  • Some magical items

    Votes: 88 36.5%
  • Some non-magical items

    Votes: 40 16.6%
  • Some rules

    Votes: 91 37.8%
  • No (or restricted) feats

    Votes: 42 17.4%
  • No (or restricted) mulitclassing

    Votes: 57 23.7%
  • No backgrounds

    Votes: 7 2.9%
  • Some alignments

    Votes: 75 31.1%

Any social randomness produces incoherence. There will be times that I know that there is no way my character would or would not do something and if a rule decides otherwise due to a random roll, that's incoherent.
I agree with where you are going but I think your first line is a bit over generalized.
 

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In the original list, I feel that "alignment" is a bit of an outlier, as it pertains to the psychological, ideological and philosophical positioning of the character.

For me, limiting or forbidding all other elements -- to shape the imagined world in order to comport with the vision of the GM -- are entirely acceptable: I'd feel comfortable in restricting any of those.

Alignment (putting aside its stupidity) is a bit trickier, and is really about expectations of inter-player behaviour as much as it's about character actions and motivations. So I think everyone needs to be on board -- whether alignment is restricted or unrestricted.
 



I used the word "any" and not "every" for a reason. ;)

Any social rule that uses randomness will create incoherence in some game somewhere, most probably in many games all over, but not in every game.
So, it's not insulting to say it almost always does horrible awful things that ruin games? C'mon, Max. If the shoe fits...
 

So, it's not insulting to say it almost always does horrible awful things that ruin games? C'mon, Max. If the shoe fits...
I don't wear dress shoes. What are you talking about? I didn't say anything about "ruin" or "awful" or "almost always." Only that randomness in social rolls will create incoherence. If you don't mind that or enjoy it, awesome. It's not for me.

If you aren't sure what I'm saying, ask. Don't assume that I'm saying lots of things that I'm not saying.

Edit: You hit "many" long before reaching "almost always." If even 10% of D&D tables see incoherence, that's a great many tables.
 

I think by just roleplaying you learn some of it. Sure, it might start as "themselves with a slight flair of Aragorn" but people get better with practice. And perhaps it is because my tabletop RPG circles so heavily overlap with LARP circles, but to me all this seems very basic and obvious.
I don't think people don't act, dont get me wrong, especially in LARP. I just deny the notion that acting for a character happens on the same level as talking in "real life" when you are just yourself. There is always a margin of creative thinking involved - unless you did years of hard theatre training or are a rare super-talented actor, but I think its fair to assume that this is not true for most RPlers. Or you do actually talk as in real life, meaning you are not actually acting at all, just adding a slight "Aragorn" flair to your own.

Also RPGs are improvisational which is even harder to act. Theatre and movie actors do extensive scene and character studies, improvisational actors don't have that luxury. This makes it even more clear to me that the average Joe RPGler don't think and speak on the same natural level as when being out of character - if they actually try to act and roleplay and not just be themselves.
 
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A better example would be the lions roar ability. I dislike that one.
I had forgotten that one and I agree and will never use it because it makes no sense. Not only is it unique as far as I know it doesn't really make much sense. A lion is scary. Scarier than a T-Rex, dragon or a Tarrasque? Nah. Why is it only one target?
 

I don't think people don't act, dont get me wrong, especially in LARP. I just deny the notion that acting for a character happens on the same level as talking in "real life" when you are just yourself. There is always a margin of creative thinking involved - unless you did years of hard theatre training or are a rare super-talented actor, but I think its fair to assume that this is not true for most RPlers. Or you do actually talk as in real life, meaning you are not actually acting at all, just adding a slight "Aragorn" flair to your own.

Also RPGs are improvisational which is even harder to act. Theatre and movie actors do extensive scene and character studies, improvisational actors don't have that luxury. This makes it even more clear to me that the average Joe RPGler don't think and speak on the same natural level as when being out of character - if they actually try to act and roleplay and not just be themselves.
So can I ask why that's important?

Most RPG players are not trained actors, but I don't feel that being a good actor is a requirement for role play. Unless your filming an episode of Critical Role, no one is going to give a fig about how good your accent is, how well you embodied the spirit of a 300 year old elf, or if you can actually understand and react naturally to the vision of Great Cthulhu rising from the sea.

Who gives a rat's ass? I'm here to have fun. I shouldn't need years of Second City training to play Bobblin the Goblin in my friends basement every other Saturday.

Or to phrase it in the words of Robert Downey Jr: "I'm a dude playing a dude disguised as another dude"
 


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