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Greg Leeds talks about D&D
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<blockquote data-quote="MechaPilot" data-source="post: 6763958" data-attributes="member: 82779"><p>Allowing new options does not automatically mean you must allow power creep. A DM is not prohibited from placing conditions on the allowance of new options. In my game, I have a player who loves Warforged. He doesn't particularly care for the WotC version that was offered a while back, so he came to me with a fan version he found online. To be blunt, it was broken as all hell: just one example, it had a natural AC as if it was wearing plate armor, and it still got half its Dex bonus to AC as well.</p><p></p><p>Now, I could have said yes, and I could have said no, but I said "I'll think about it." I took about an hour to sit down with the fan version and the PHB, and I assessed each ability in relation to what other races get. I cut out a lot of stuff, and some of the stuff I didn't cut out was powerful enough that I had to tell the player that he had to choose one of X number of things to keep, and the rest would go (but could potentially be allowed as racial feats later on if he talked it over with me). In the end, I invested very little time in making the race fit in with the power level of my game, and the player got to make and play the character that he wanted.</p><p></p><p></p><p></p><p></p><p>No offense intended, but "because I don't want to have to say no to my players" is not a valid defense for not offering more options. I mean, there are things in the PHB that I don't allow: for example, teleportation can go screw itself. Do I have a problem with those options existing in the PHB for others to use? Of course not.</p><p></p><p>Look, I consider myself to be a fairly permissive DM, but I often have to say either "no" or "yes, but with conditions or modifications." It's just a natural aspect of being the DM. As rules referee and as the one responsible for trying to create a specific theme or feel for a game and the world it takes place in, saying "no" sometimes is just a fact of life. If you have good reasons for saying no, and if you have mature, rational players, then it's not even a bump in the road. You explain your reasons (which should themselves be rational and consistent) and the players accept them and everyone continues to have a good time.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 6763958, member: 82779"] Allowing new options does not automatically mean you must allow power creep. A DM is not prohibited from placing conditions on the allowance of new options. In my game, I have a player who loves Warforged. He doesn't particularly care for the WotC version that was offered a while back, so he came to me with a fan version he found online. To be blunt, it was broken as all hell: just one example, it had a natural AC as if it was wearing plate armor, and it still got half its Dex bonus to AC as well. Now, I could have said yes, and I could have said no, but I said "I'll think about it." I took about an hour to sit down with the fan version and the PHB, and I assessed each ability in relation to what other races get. I cut out a lot of stuff, and some of the stuff I didn't cut out was powerful enough that I had to tell the player that he had to choose one of X number of things to keep, and the rest would go (but could potentially be allowed as racial feats later on if he talked it over with me). In the end, I invested very little time in making the race fit in with the power level of my game, and the player got to make and play the character that he wanted. No offense intended, but "because I don't want to have to say no to my players" is not a valid defense for not offering more options. I mean, there are things in the PHB that I don't allow: for example, teleportation can go screw itself. Do I have a problem with those options existing in the PHB for others to use? Of course not. Look, I consider myself to be a fairly permissive DM, but I often have to say either "no" or "yes, but with conditions or modifications." It's just a natural aspect of being the DM. As rules referee and as the one responsible for trying to create a specific theme or feel for a game and the world it takes place in, saying "no" sometimes is just a fact of life. If you have good reasons for saying no, and if you have mature, rational players, then it's not even a bump in the road. You explain your reasons (which should themselves be rational and consistent) and the players accept them and everyone continues to have a good time. [/QUOTE]
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