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<blockquote data-quote="Snoweel" data-source="post: 1378083" data-attributes="member: 4453"><p>My advice is probably no good to you given our differing playstyles.</p><p></p><p>But I'll give it to you anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I'm a firm believer in 'less is more' when it comes to options vs restrictions, in that a setting that allows <strong>every</strong> class, race, feat, PrC, etc. is so full of flavour it becomes a bland mush.</p><p></p><p>Just my opinion, of course.</p><p></p><p>While it's noble of you to allow the players to fulfill their visions for their characters, you're the DM. You're the one putting in the lion's share of the work between sessions, and you should be concentrating on <strong>your</strong> vision for the setting.</p><p></p><p>One of the defining features of Midnight is that there are no tangible gods of Good. And therefore no paladins or clerics, other than Legates.</p><p></p><p>Take that away, and Midnight becomes less like Midnight and more like every other generic D&D setting.</p><p></p><p>So if you can make your players see the sense in not wanting to be able to grow up to be <strong>absolutely anything</strong> in this particular campaign, you might possible have a lot of fun with a slightly limited range of character-creation options.</p><p></p><p>Besides, limits are freeing.</p></blockquote><p></p>
[QUOTE="Snoweel, post: 1378083, member: 4453"] My advice is probably no good to you given our differing playstyles. But I'll give it to you anyway. :D I'm a firm believer in 'less is more' when it comes to options vs restrictions, in that a setting that allows [b]every[/b] class, race, feat, PrC, etc. is so full of flavour it becomes a bland mush. Just my opinion, of course. While it's noble of you to allow the players to fulfill their visions for their characters, you're the DM. You're the one putting in the lion's share of the work between sessions, and you should be concentrating on [b]your[/b] vision for the setting. One of the defining features of Midnight is that there are no tangible gods of Good. And therefore no paladins or clerics, other than Legates. Take that away, and Midnight becomes less like Midnight and more like every other generic D&D setting. So if you can make your players see the sense in not wanting to be able to grow up to be [b]absolutely anything[/b] in this particular campaign, you might possible have a lot of fun with a slightly limited range of character-creation options. Besides, limits are freeing. [/QUOTE]
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