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<blockquote data-quote="Greenfield" data-source="post: 6047276" data-attributes="member: 6669384"><p>I agree with you an most of this.</p><p></p><p>I don't think I've ever played in a campaign that started above 2nd level. Working your way through the low levels helps the players get comfortable in their particular PC's role in the game and the world. Their collection of gear ends up with eclectic oddities instead of an optimized set from Wiz-Mart. </p><p></p><p>But I also agree that several editions now have gone off the rails towards the end, as later publications completely mutated the available power availability.</p><p></p><p>One solution we've used in my 3.5 campaigns is to start with the agreement on three core books only, at least to begin with. Items, spells, classes etc from other books are approved on a case by case basis.</p><p></p><p>They do come in, over time, just as they were gradually added to the system over time. A couple of characters have odd spells in their arsenal that are more or less viewed as proprietary. That is, they're from an earlier edition or an obscure book and are rare enough in the game world that they've become signature pieces for the individuals.</p><p></p><p>We're not talking world shaking anything, mostly minor utility or good color spells.</p><p></p><p>At the same time we've looked at some spells or special abilities granted to particular classes and simply said "no". We agree on something else in its place, but some things are just a bit too tempting and easy to abuse.</p><p></p><p>I think the essence of all the extra books in any edition is that they're optional. The players and/or DM can choose which books to include in their campaign, and even which parts of which books to allow access to. </p><p></p><p>I think the goal, when all is said and done, is to involve everyone in a good story. If certain sourcebooks help with that story, use them. If they only serve to inflate the power level, don't.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6047276, member: 6669384"] I agree with you an most of this. I don't think I've ever played in a campaign that started above 2nd level. Working your way through the low levels helps the players get comfortable in their particular PC's role in the game and the world. Their collection of gear ends up with eclectic oddities instead of an optimized set from Wiz-Mart. But I also agree that several editions now have gone off the rails towards the end, as later publications completely mutated the available power availability. One solution we've used in my 3.5 campaigns is to start with the agreement on three core books only, at least to begin with. Items, spells, classes etc from other books are approved on a case by case basis. They do come in, over time, just as they were gradually added to the system over time. A couple of characters have odd spells in their arsenal that are more or less viewed as proprietary. That is, they're from an earlier edition or an obscure book and are rare enough in the game world that they've become signature pieces for the individuals. We're not talking world shaking anything, mostly minor utility or good color spells. At the same time we've looked at some spells or special abilities granted to particular classes and simply said "no". We agree on something else in its place, but some things are just a bit too tempting and easy to abuse. I think the essence of all the extra books in any edition is that they're optional. The players and/or DM can choose which books to include in their campaign, and even which parts of which books to allow access to. I think the goal, when all is said and done, is to involve everyone in a good story. If certain sourcebooks help with that story, use them. If they only serve to inflate the power level, don't. [/QUOTE]
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