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Mixing variants? 5e
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<blockquote data-quote="redrick" data-source="post: 7332689" data-attributes="member: 6777696"><p>Welcome to the game!</p><p></p><p>It doesn't have to be a debate. Tell your DM why you want to use the combination, and they will let you know where they stand on it. I would just run it by them before you build the character or get too attached to the idea, because they might have a reason they don't want to go there. Personally, as a DM, I want to work with the players to come up with something that is fun for everybody, but when a player shows up with a fully built character that uses some questionable interpretations or unofficial content to achieve an exploit, I get a little irritated. On the other hand, if the player brings it up early on, I'm much more likely to roll with it, or maybe suggest a change or a concern, or ask the player if they are cool if we see how it works but possibly revisit after a few sessions if it's not firing right, or whatever.</p><p></p><p>I should also add that, hopefully, this isn't about a power trip from your DM. Really, it's about the group, but, in most groups, the DM is trusted to make those calls, because, ultimately, the DM has to put everything together and make it all work.</p></blockquote><p></p>
[QUOTE="redrick, post: 7332689, member: 6777696"] Welcome to the game! It doesn't have to be a debate. Tell your DM why you want to use the combination, and they will let you know where they stand on it. I would just run it by them before you build the character or get too attached to the idea, because they might have a reason they don't want to go there. Personally, as a DM, I want to work with the players to come up with something that is fun for everybody, but when a player shows up with a fully built character that uses some questionable interpretations or unofficial content to achieve an exploit, I get a little irritated. On the other hand, if the player brings it up early on, I'm much more likely to roll with it, or maybe suggest a change or a concern, or ask the player if they are cool if we see how it works but possibly revisit after a few sessions if it's not firing right, or whatever. I should also add that, hopefully, this isn't about a power trip from your DM. Really, it's about the group, but, in most groups, the DM is trusted to make those calls, because, ultimately, the DM has to put everything together and make it all work. [/QUOTE]
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