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<blockquote data-quote="Haltherrion" data-source="post: 5392171" data-attributes="member: 18253"><p>I and many players would be leery of this. For one thing, a good many players really like to play the classes you are forbidding. But if you allow bards, psions and druids, you have toned down the arcane/divine but you really haven't eliminated it. Leery can be overcome.</p><p> </p><p>In many ways, it might prove to be more a matter of how you position (i.e. sell) it with the players. After all, in a group of say 4 players, you might very well have a druid, bard, psion and warrior even in a vanilla setting. Put another way, how many players are actually going to be restricted? Just 1-2 who might have played a restricted class.</p><p> </p><p>Myself, as a player I'd be looking for:</p><ul> <li data-xf-list-type="ul">A good setting rationale for this restriction to exist</li> <li data-xf-list-type="ul">A clear idea of what is allowed and what is not. If you still allow paladins, druids, psions, bards, and so on, this isn't horribly restricting, for instance.</li> </ul><p>And it might not hurt to remind the players that this will increase the value of druids, paladins, bards, etc., classes in most D&D editions that are perceived (rightly or wrongly) as weaker than other classes. That is, this could be a great campaign to play that druid you always wanted to play but were afraid to because you were worried that it wouldn't stack up against a cleric.</p><p> </p><p>So, be clear on what and why you are doing it. Sell your setting as something cool and different. Remind those players that might actually see this as an upside and it will probably go over.</p><p> </p><p>It is possible that the group won't like it and the campaign will sputter out but lay a good foundation and it has a fine chance of success.</p><p> </p><p>As for holes, it sounds like you are still working out what classes are in and what aren't. That needs to be clearly defined. Also need to be clear on whether you would allow someone to be a hidden caster (I would suggest no).</p><p> </p><p>If you are going to really dial back magic to the point where there is little healing or arcane-type effects than you are going to have a bigger challenge. On the plus side, you are making the setting much more like most fantasy novels on the down side, many playing FRPGs want lots of magic. More practically, the party can start looking very similar without casters and the players can get very cautious (read: the game can move at a crawl) if you don't make healing easy. But you could always add healing one shots (common holy springs for instance).</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5392171, member: 18253"] I and many players would be leery of this. For one thing, a good many players really like to play the classes you are forbidding. But if you allow bards, psions and druids, you have toned down the arcane/divine but you really haven't eliminated it. Leery can be overcome. In many ways, it might prove to be more a matter of how you position (i.e. sell) it with the players. After all, in a group of say 4 players, you might very well have a druid, bard, psion and warrior even in a vanilla setting. Put another way, how many players are actually going to be restricted? Just 1-2 who might have played a restricted class. Myself, as a player I'd be looking for: [LIST] [*]A good setting rationale for this restriction to exist [*]A clear idea of what is allowed and what is not. If you still allow paladins, druids, psions, bards, and so on, this isn't horribly restricting, for instance. [/LIST]And it might not hurt to remind the players that this will increase the value of druids, paladins, bards, etc., classes in most D&D editions that are perceived (rightly or wrongly) as weaker than other classes. That is, this could be a great campaign to play that druid you always wanted to play but were afraid to because you were worried that it wouldn't stack up against a cleric. So, be clear on what and why you are doing it. Sell your setting as something cool and different. Remind those players that might actually see this as an upside and it will probably go over. It is possible that the group won't like it and the campaign will sputter out but lay a good foundation and it has a fine chance of success. As for holes, it sounds like you are still working out what classes are in and what aren't. That needs to be clearly defined. Also need to be clear on whether you would allow someone to be a hidden caster (I would suggest no). If you are going to really dial back magic to the point where there is little healing or arcane-type effects than you are going to have a bigger challenge. On the plus side, you are making the setting much more like most fantasy novels on the down side, many playing FRPGs want lots of magic. More practically, the party can start looking very similar without casters and the players can get very cautious (read: the game can move at a crawl) if you don't make healing easy. But you could always add healing one shots (common holy springs for instance). [/QUOTE]
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