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<blockquote data-quote="CleverNickName" data-source="post: 9237391" data-attributes="member: 50987"><p>I use something called "The Players Decide" when setting up a new campaign. It works pretty well for me (and it definitely won't work for everyone.)</p><p></p><p>First, I tell everyone to roll up a 1st level character. I tell the players that they can use whatever ancestries, backgrounds, classes, etc. that they want, from any official WotC sourcebook, wholesale, no restrictions. <strong>But!</strong> I make sure that everyone understands: once they've made their choices, <em>all other ancestries, backgrounds, classes, etc. will be removed from the game.</em> That way, the players always get to play exactly what they want without holding back, and I don't end up with Baskin Robins 31 Flavors of animal-people, a golf bag full of unusable magic items, or five different ways to cast the same spell.</p><p></p><p>It really helps define the game setting and the way things work. Take magic, for example: if nobody picks Artificer, then there's no such thing as "artificer magic" in the campaign. If there isn't a cleric, paladin, or warlock in the party, then the gods and deities are all distant and silent (if there are gods at all). If the only spellcasters are bards, then magic comes from music ala the Wishsong in <em>Shannara, </em>or the bells in <em>Sabriel </em>and there's no such thing as "book magic" or "pact magic." Since nobody is playing anything that got removed, it has no impact on the players or their choices.</p><p></p><p>The only time we struggle is when we add a new player in the middle of the story, and they want to play something completely different (like the tortle I mentioned in another thread.) And even then it's not a <em>problem</em>; it's more of a "let's talk about it and figure out how to work your character in" situation. A situation that would exist anyway, just from the story alone.</p><p></p><p>EDIT: or multiclassing. Normally I don't allow multiclassing (5E's rules for multiclassing aren't great), so I'll try to find other ways to work with the player. Like when one of my players wanted to multiclass a druid and a sorcerer together: instead of multiclassing, I let them roll up a sorcerer who chose his spells from the druid list. Presto, they got the "druid metamagic" they were looking for, without having to dilute their primary casting class, or deal with spell-slot weirdness.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9237391, member: 50987"] I use something called "The Players Decide" when setting up a new campaign. It works pretty well for me (and it definitely won't work for everyone.) First, I tell everyone to roll up a 1st level character. I tell the players that they can use whatever ancestries, backgrounds, classes, etc. that they want, from any official WotC sourcebook, wholesale, no restrictions. [B]But![/B] I make sure that everyone understands: once they've made their choices, [I]all other ancestries, backgrounds, classes, etc. will be removed from the game.[/I] That way, the players always get to play exactly what they want without holding back, and I don't end up with Baskin Robins 31 Flavors of animal-people, a golf bag full of unusable magic items, or five different ways to cast the same spell. It really helps define the game setting and the way things work. Take magic, for example: if nobody picks Artificer, then there's no such thing as "artificer magic" in the campaign. If there isn't a cleric, paladin, or warlock in the party, then the gods and deities are all distant and silent (if there are gods at all). If the only spellcasters are bards, then magic comes from music ala the Wishsong in [I]Shannara, [/I]or the bells in [I]Sabriel [/I]and there's no such thing as "book magic" or "pact magic." Since nobody is playing anything that got removed, it has no impact on the players or their choices. The only time we struggle is when we add a new player in the middle of the story, and they want to play something completely different (like the tortle I mentioned in another thread.) And even then it's not a [I]problem[/I]; it's more of a "let's talk about it and figure out how to work your character in" situation. A situation that would exist anyway, just from the story alone. EDIT: or multiclassing. Normally I don't allow multiclassing (5E's rules for multiclassing aren't great), so I'll try to find other ways to work with the player. Like when one of my players wanted to multiclass a druid and a sorcerer together: instead of multiclassing, I let them roll up a sorcerer who chose his spells from the druid list. Presto, they got the "druid metamagic" they were looking for, without having to dilute their primary casting class, or deal with spell-slot weirdness. [/QUOTE]
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