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General Tabletop Discussion
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How do you decide which Races to disallow (and/or Classes)?
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<blockquote data-quote="Skyscraper" data-source="post: 6557026" data-attributes="member: 48518"><p>I think that DMs should prepare a general campaign draft for proposal to their players: for example, I propose a low-magic, gritty campaign about taking care of local problems that arise when a meteor lands near a small village. (Untold: animals and insects are deformed into aberrations.) The available classes are all from the Player's Handbook except Clerics and Paladins because there are no gods in this game world. The available races are human, elves and half-elves only - dwarves and halflings do not exist, orcs and humans cannot breed, tieflings and dragonborn exist as non-player character races only and hold special positions in the game world, etc... Monsters are very rare in this game world, and seeing, say, a troll is something that happens once in the lifetime of most village folk.</p><p></p><p>In the present campaign I'm running, I've prepared a player's campaign book, where (1) character creation and (2) available classes and races are explained. There are only humans, although those are culturally split into sub-races that mechanically work like the races of the Player's Handbook. There are several race/class restrictions. For example, all barbarians are a viking-type race; and the native-american-type race has no wizard (only sorcerers), no paladin or fighter or barbarian (only rangers), no cleric (only druids).</p><p></p><p>I'm trying to tell a story. I'm not going to impose anything. I propose. But my proposals are not conservative.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6557026, member: 48518"] I think that DMs should prepare a general campaign draft for proposal to their players: for example, I propose a low-magic, gritty campaign about taking care of local problems that arise when a meteor lands near a small village. (Untold: animals and insects are deformed into aberrations.) The available classes are all from the Player's Handbook except Clerics and Paladins because there are no gods in this game world. The available races are human, elves and half-elves only - dwarves and halflings do not exist, orcs and humans cannot breed, tieflings and dragonborn exist as non-player character races only and hold special positions in the game world, etc... Monsters are very rare in this game world, and seeing, say, a troll is something that happens once in the lifetime of most village folk. In the present campaign I'm running, I've prepared a player's campaign book, where (1) character creation and (2) available classes and races are explained. There are only humans, although those are culturally split into sub-races that mechanically work like the races of the Player's Handbook. There are several race/class restrictions. For example, all barbarians are a viking-type race; and the native-american-type race has no wizard (only sorcerers), no paladin or fighter or barbarian (only rangers), no cleric (only druids). I'm trying to tell a story. I'm not going to impose anything. I propose. But my proposals are not conservative. [/QUOTE]
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