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<blockquote data-quote="skippy_the_witch" data-source="post: 3131739" data-attributes="member: 18980"><p>I run a rather unique homebrew which allows most everything from Dragon and WOTC sources, as long as I have at least a photocopy of the relavent pages (if I don't already also own the book). That said, I do NOT allow everything in the core books, as there are NO CLERICS in my game, of any sort. EVER.</p><p></p><p>This is NOT due to my fear that the cleric is the strongest class, or that it is broken, or much of anything else. It is merely a matter of flavor, for THIS world has been blocked from access to the outer planes (which means no gods, no summoned demons from the abyss, no fiendish/celestial creatures, etc). I allow other divine spell casters, most especially Paladins (which gain there power through their group belief in Saints and their Orders), Druids (who gain power from "the World"/Gaia/Nature/whatever, but have to worry about Taint), and Shugenjas (which get there powers from the elements, as the connection to the inner planes still exists).</p><p></p><p>That said, I have also found that EVERY SINGLE PLAYER whose FIRST choice has been to play a cleric has also been a munchkin. In a lotta years of D&D (been playing since the 80's), I have not yet met ONE exception to this rule. Key word is FIRST choice, NOT "gee, seems like Bob is a fighter, Bill is a rogue, and Ted a wizards, so I best be a cleric" choice. Or even, "I just saw movie xyz with a cool priest in it and I want to play somebody like that". Only the "I have no concept of which god I will worship but I want to play a cleric".</p><p></p><p>Now, cleric pc's are not the only munchkins out there. Far from it. And like I said, I did this for flavor. Conjurors are also sorta screwed in my world (or more limited to conjoring elemental beings). I also believe that I am more clever than my players, and if I am not, then I should not be running the game. I think this simple rule would eliminate most of the problems groups have with munchkins are GMs who simply are not quite as clever or knowledgeable as their players. </p><p></p><p>No direct or implied insult towards those GMs, but the very term GM means "Game MASTER". If you are not the complete and total MASTER of your game, then you do not need to be running it (because in actuality, you won't be). Again, I do not mean some sort of meglamaniac control freak that doesn't let his players breath, but rather someone who can handle whatever odd, and sometimes just plain idiotic thing the players might do to your game (i.e. burning down the village in order to SAVE the village). I keep control of my game, allow almost every new book in from WOTC or Dragon, but usually only to a specific race and/or region that already had something similar. </p><p></p><p>For example, Psionics are almost unknown in my world outside the insectoid species, which are UNIVERSALLY psionic. Any bug character can pull from any approved psionic source (basically WOTC, Dragon, anything by Cordell, and that new book [untapped potential<?>]). Any mammal psionic must be from a VERY isolated and hidden community called Vra'Duun, and will be considered an abomination by said insects and slain on discovery by them if possible. Thus, I have a Gnoll Soul Knife/Blade Manifester player from Vra'Duun who has already inadvertently destroyed a village when the Insect Collective Ghetto swarmed, trying to kill him.</p><p></p><p>Well, that was longer than expected...I hope my point was made somewhere in the above babbling.</p><p></p><p>skippy</p><p>The GM of the Cursed Earth Campaign</p></blockquote><p></p>
[QUOTE="skippy_the_witch, post: 3131739, member: 18980"] I run a rather unique homebrew which allows most everything from Dragon and WOTC sources, as long as I have at least a photocopy of the relavent pages (if I don't already also own the book). That said, I do NOT allow everything in the core books, as there are NO CLERICS in my game, of any sort. EVER. This is NOT due to my fear that the cleric is the strongest class, or that it is broken, or much of anything else. It is merely a matter of flavor, for THIS world has been blocked from access to the outer planes (which means no gods, no summoned demons from the abyss, no fiendish/celestial creatures, etc). I allow other divine spell casters, most especially Paladins (which gain there power through their group belief in Saints and their Orders), Druids (who gain power from "the World"/Gaia/Nature/whatever, but have to worry about Taint), and Shugenjas (which get there powers from the elements, as the connection to the inner planes still exists). That said, I have also found that EVERY SINGLE PLAYER whose FIRST choice has been to play a cleric has also been a munchkin. In a lotta years of D&D (been playing since the 80's), I have not yet met ONE exception to this rule. Key word is FIRST choice, NOT "gee, seems like Bob is a fighter, Bill is a rogue, and Ted a wizards, so I best be a cleric" choice. Or even, "I just saw movie xyz with a cool priest in it and I want to play somebody like that". Only the "I have no concept of which god I will worship but I want to play a cleric". Now, cleric pc's are not the only munchkins out there. Far from it. And like I said, I did this for flavor. Conjurors are also sorta screwed in my world (or more limited to conjoring elemental beings). I also believe that I am more clever than my players, and if I am not, then I should not be running the game. I think this simple rule would eliminate most of the problems groups have with munchkins are GMs who simply are not quite as clever or knowledgeable as their players. No direct or implied insult towards those GMs, but the very term GM means "Game MASTER". If you are not the complete and total MASTER of your game, then you do not need to be running it (because in actuality, you won't be). Again, I do not mean some sort of meglamaniac control freak that doesn't let his players breath, but rather someone who can handle whatever odd, and sometimes just plain idiotic thing the players might do to your game (i.e. burning down the village in order to SAVE the village). I keep control of my game, allow almost every new book in from WOTC or Dragon, but usually only to a specific race and/or region that already had something similar. For example, Psionics are almost unknown in my world outside the insectoid species, which are UNIVERSALLY psionic. Any bug character can pull from any approved psionic source (basically WOTC, Dragon, anything by Cordell, and that new book [untapped potential<?>]). Any mammal psionic must be from a VERY isolated and hidden community called Vra'Duun, and will be considered an abomination by said insects and slain on discovery by them if possible. Thus, I have a Gnoll Soul Knife/Blade Manifester player from Vra'Duun who has already inadvertently destroyed a village when the Insect Collective Ghetto swarmed, trying to kill him. Well, that was longer than expected...I hope my point was made somewhere in the above babbling. skippy The GM of the Cursed Earth Campaign [/QUOTE]
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