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How do you decide which Races to disallow (and/or Classes)?
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<blockquote data-quote="aramis erak" data-source="post: 6561812" data-attributes="member: 6779310"><p>For my home game, which is set on my homebrewed world, it's all about what can I make work, and what works with the pantheon.</p><p></p><p>I disallowed drow, as they don't exist on the game world. Shadow Elves do, ala Mystara. Same niche, so no need. All the other subraces got allowed... And gnomes are well known on Tellus, so that bit of fluff is changed. </p><p></p><p>Tieflings and Dragonborn I allowed, because they make sense in the scope of the history. I just advanced the timeline and used yet another wave of imports bringing them in.</p><p></p><p>Each campaign's been on a different region, so it's not that big a deal. </p><p></p><p>As for classes, I allow all the classes in the core rules. </p><p></p><p>In looking at the new races, I won't include the Aaracocra - they don't fit with the various "immigration grabs". Which are, Dragons & kin, Elves & giants, More Elves and Færies, Dwarves and Gnomes, Humans and Halflings, Goblinoids and Orkoids, Several other evil races, and most recently, Dragonkin and Tieflings. Svirfneblin have existed on the world since the 1990's... so they're in long ago. Plus, they fit with the Dwarf & Gnome grab. The other new race I don't see much need for - they don't have a niche to fill, but their arrival might be a fun adventure seed.</p><p></p><p>The giants are few on my gameworld, so the demigiants are just not a good fit. </p><p></p><p>The Genasi are too rare to be PC's. The Djinn aren't a monster I've ever used on Tellus, so demi-djinn just don't feel like a good fit.</p><p>The Aaracocra I reject because I don't want flying PC's.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6561812, member: 6779310"] For my home game, which is set on my homebrewed world, it's all about what can I make work, and what works with the pantheon. I disallowed drow, as they don't exist on the game world. Shadow Elves do, ala Mystara. Same niche, so no need. All the other subraces got allowed... And gnomes are well known on Tellus, so that bit of fluff is changed. Tieflings and Dragonborn I allowed, because they make sense in the scope of the history. I just advanced the timeline and used yet another wave of imports bringing them in. Each campaign's been on a different region, so it's not that big a deal. As for classes, I allow all the classes in the core rules. In looking at the new races, I won't include the Aaracocra - they don't fit with the various "immigration grabs". Which are, Dragons & kin, Elves & giants, More Elves and Færies, Dwarves and Gnomes, Humans and Halflings, Goblinoids and Orkoids, Several other evil races, and most recently, Dragonkin and Tieflings. Svirfneblin have existed on the world since the 1990's... so they're in long ago. Plus, they fit with the Dwarf & Gnome grab. The other new race I don't see much need for - they don't have a niche to fill, but their arrival might be a fun adventure seed. The giants are few on my gameworld, so the demigiants are just not a good fit. The Genasi are too rare to be PC's. The Djinn aren't a monster I've ever used on Tellus, so demi-djinn just don't feel like a good fit. The Aaracocra I reject because I don't want flying PC's. [/QUOTE]
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