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<blockquote data-quote="WalterKovacs" data-source="post: 5575701" data-attributes="member: 63763"><p>Personally, I'm mostly open in terms of my games.</p><p> </p><p>For the game I'm currently running (Dark Sun), the big "DM's choice" area is magic items. If the PCs do want to buy/build magic items ... it's common as an auto yes (and there aren't many common items), with the added bonus of 'all consumables are common' (if they really want to spend their money on consumables instead of a permanent item, sure). If they want something specific that's uncommon or rare, it's up to me to decide in each situation, and so I can make sure to avoid stuff like frostcheese or radiant mafia (which would be hard anyway with no divine magic). </p><p> </p><p>I would probably laugh and tell someone to pick again if they went down the Kulkor path (especially if they are doing it with someone who is doing it solely for the level 16 class feature), but I'm guessing that may get resolved before they are anywhere near paragon.</p><p> </p><p>The Dragonmarked feats are a special case, but I'm allowing them in as a "twisted by defiling" side effect (with the basic rule that I have to approve it, and it's at most 1 per person). For best control of their effect it should probably be limited to Eberron, especially as you can then sort of make them racial feats (or allow them for 'out of house' characters, but play it for the storyline benefit of being 'marked' for death by one of the houses.</p><p> </p><p>The best bet is probably to instead keep an eye on the feats being picked and try to make sure that the power between characters isn't too far off. So effectively banning weak feats (i.e. don't take weapon expertise: axe when you can take axe expertise, don't take the tiefling feat that gives +1 feat bonus to two NADs vs. Improved Defenses, etc).</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5575701, member: 63763"] Personally, I'm mostly open in terms of my games. For the game I'm currently running (Dark Sun), the big "DM's choice" area is magic items. If the PCs do want to buy/build magic items ... it's common as an auto yes (and there aren't many common items), with the added bonus of 'all consumables are common' (if they really want to spend their money on consumables instead of a permanent item, sure). If they want something specific that's uncommon or rare, it's up to me to decide in each situation, and so I can make sure to avoid stuff like frostcheese or radiant mafia (which would be hard anyway with no divine magic). I would probably laugh and tell someone to pick again if they went down the Kulkor path (especially if they are doing it with someone who is doing it solely for the level 16 class feature), but I'm guessing that may get resolved before they are anywhere near paragon. The Dragonmarked feats are a special case, but I'm allowing them in as a "twisted by defiling" side effect (with the basic rule that I have to approve it, and it's at most 1 per person). For best control of their effect it should probably be limited to Eberron, especially as you can then sort of make them racial feats (or allow them for 'out of house' characters, but play it for the storyline benefit of being 'marked' for death by one of the houses. The best bet is probably to instead keep an eye on the feats being picked and try to make sure that the power between characters isn't too far off. So effectively banning weak feats (i.e. don't take weapon expertise: axe when you can take axe expertise, don't take the tiefling feat that gives +1 feat bonus to two NADs vs. Improved Defenses, etc). [/QUOTE]
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