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Downsizing what I play with
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<blockquote data-quote="Wednesday Boy" data-source="post: 5743659" data-attributes="member: 53678"><p>While my GMs generally have very few restrictions, I would personally be disappointed if they instituted a core only rule. I can appreciate that all of the splat books can be overwhelming to some people or they think that a new race or class is unnecessary. But I like having additional options. I like finding something new from a splatbook that sparks my creative imagination.</p><p> </p><p>I think many of the issues that GMs have with allowing splat books can be solved with a conversation between GM and player with the always necessary dash of trust. If the GM doesn't want to pore through endless splat books, ask your player what feats/powers/magic items/etc they want for their character now and in the future, why they want them, and what sort of build or catches will their build have during the campaign (if your players are the sort who make "builds"). As long as there's trust and honesty between player and GM, the GM will be fully aware of what the PC is capable of and can make an ad hoc decision on each element instead of banning entire sets of books.</p><p> </p><p>(On a side note while I do recognise that splat books can tend to up the ante power wise, the issue is more specific to the individual player than books available. In that last D&D game I played in one player used PH1 and PH2 exclusively and his PC was vastly more powerful than anything I could come up with using all of the books because he enjoys optimizing characters.)</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5743659, member: 53678"] While my GMs generally have very few restrictions, I would personally be disappointed if they instituted a core only rule. I can appreciate that all of the splat books can be overwhelming to some people or they think that a new race or class is unnecessary. But I like having additional options. I like finding something new from a splatbook that sparks my creative imagination. I think many of the issues that GMs have with allowing splat books can be solved with a conversation between GM and player with the always necessary dash of trust. If the GM doesn't want to pore through endless splat books, ask your player what feats/powers/magic items/etc they want for their character now and in the future, why they want them, and what sort of build or catches will their build have during the campaign (if your players are the sort who make "builds"). As long as there's trust and honesty between player and GM, the GM will be fully aware of what the PC is capable of and can make an ad hoc decision on each element instead of banning entire sets of books. (On a side note while I do recognise that splat books can tend to up the ante power wise, the issue is more specific to the individual player than books available. In that last D&D game I played in one player used PH1 and PH2 exclusively and his PC was vastly more powerful than anything I could come up with using all of the books because he enjoys optimizing characters.) [/QUOTE]
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