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[Not-a-Poll]How much do you restrict player chargen choice?
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<blockquote data-quote="Lanefan" data-source="post: 3051543" data-attributes="member: 29398"><p>For our 1e-based system, whatever's in the books is usually good to go (and the options for race-class combinations have been greatly expanded); if there's a setting limitation e.g. no Monks, that's right there in the roll-up guide.</p><p></p><p>If people really want something, I've usually found a way to let it in...though I'm slowly learning my lesson there; I banned Monks from my current campaign as they don't fit in the setting, then got lobbied for ages by two players to bring them in. So, I eventually brought them in (after a complete re-design), and several players have tried them out since...said players not including the two lobbyists!</p><p></p><p>Were I to run a 3e game, I'd be loath to allow anything not in the core PH.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3051543, member: 29398"] For our 1e-based system, whatever's in the books is usually good to go (and the options for race-class combinations have been greatly expanded); if there's a setting limitation e.g. no Monks, that's right there in the roll-up guide. If people really want something, I've usually found a way to let it in...though I'm slowly learning my lesson there; I banned Monks from my current campaign as they don't fit in the setting, then got lobbied for ages by two players to bring them in. So, I eventually brought them in (after a complete re-design), and several players have tried them out since...said players not including the two lobbyists! Were I to run a 3e game, I'd be loath to allow anything not in the core PH. Lanefan [/QUOTE]
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[Not-a-Poll]How much do you restrict player chargen choice?
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