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General Tabletop Discussion
*Dungeons & Dragons
Merits of including too much or too little in the PHB
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<blockquote data-quote="Sadrik" data-source="post: 6310891" data-attributes="member: 14506"><p>The D&D 5e design team opted to throw a wide net and capture many niche concepts into the base PHB game. Granted many of these options were in the 4e base game already. </p><p></p><p>Game concepts that have been released that drip setting flavor:</p><p>Wild magic</p><p>Dragonborn</p><p>Tiefling</p><p>Drow</p><p>Warlocks</p><p></p><p>So the question is, what are the merits of adding into the base PHB lots of flavor, and I suppose what are the drawbacks too.</p><p></p><p>For instance, does this enhance the experience for the players and does it enhance the ability of the DM to have them? Or does it detract from the player or DM or both? Will it be hard for the DM to say no I don't want Drow in my game? How about for players to will it be hard for them to accept if the DM says they don't want wild magic or pacts or whatever in their campaign setting?</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6310891, member: 14506"] The D&D 5e design team opted to throw a wide net and capture many niche concepts into the base PHB game. Granted many of these options were in the 4e base game already. Game concepts that have been released that drip setting flavor: Wild magic Dragonborn Tiefling Drow Warlocks So the question is, what are the merits of adding into the base PHB lots of flavor, and I suppose what are the drawbacks too. For instance, does this enhance the experience for the players and does it enhance the ability of the DM to have them? Or does it detract from the player or DM or both? Will it be hard for the DM to say no I don't want Drow in my game? How about for players to will it be hard for them to accept if the DM says they don't want wild magic or pacts or whatever in their campaign setting? [/QUOTE]
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Merits of including too much or too little in the PHB
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