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Paladin/Hexblade+Options
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<blockquote data-quote="Volund" data-source="post: 8110039" data-attributes="member: 6872597"><p>It's fair and reasonable if you shared with the players ahead of time what the character creation rules were so they could decide whether to play in the campaign or not and knew what characters to bring to session zero. Nothing wrong with limiting races, class and subclass options, and toggling on/off feats or multi-classing to fit the campaign. I don't think it's fair to imply that the whole character tool box is open and then allowing or disallowing character options on a case by case basis at session zero. That has a higher likelihood of feeling arbitrary and personal to the player who's character is disallowed. The best outcome is that the other players who have read your (short!) campaign guide will tell the player that their Triton Hexblade/Paladin isn't allowed so you don't have to.</p><p></p><p>Borrowing from a format shared by <a href="https://www.youtube.com/watch?v=MtH1SP1grxo" target="_blank">Matt Colville</a>, I've started using a campaign pitch to make sure that the players and I have a meeting of the minds on what type of game we are all agreeing to play. The last time I started a new campaign I pitched three choices to my group about 6 weeks before our current campaign was due to end. That way I didn't waste time prepping an adventure people didn't want to play. I summarized the adventure, told them which pillars would be emphasized, what the characters' goals will be, how lethal or tactical the game would be. In essence, "This campaign should be fun for players who like to..." Pitch the game first, then present the character creation rules at the end. Once they've bought into your campaign proposal, they should be more open to character restrictions.</p><p></p><p>If you want to restrict choices the group is used to having, I think it helps to keep the initial commitment short (for us, 2 months would be short). "Try playing it this way for an adventure that might take 6-8 sessions. If you like it we'll continue, and if you don't we can revisit the rules or switch to playing something else." We have several people willing to DM so if people aren't motivated to play in the campaign I want to run, I'm happy to play in someone else's.</p></blockquote><p></p>
[QUOTE="Volund, post: 8110039, member: 6872597"] It's fair and reasonable if you shared with the players ahead of time what the character creation rules were so they could decide whether to play in the campaign or not and knew what characters to bring to session zero. Nothing wrong with limiting races, class and subclass options, and toggling on/off feats or multi-classing to fit the campaign. I don't think it's fair to imply that the whole character tool box is open and then allowing or disallowing character options on a case by case basis at session zero. That has a higher likelihood of feeling arbitrary and personal to the player who's character is disallowed. The best outcome is that the other players who have read your (short!) campaign guide will tell the player that their Triton Hexblade/Paladin isn't allowed so you don't have to. Borrowing from a format shared by [URL='https://www.youtube.com/watch?v=MtH1SP1grxo']Matt Colville[/URL], I've started using a campaign pitch to make sure that the players and I have a meeting of the minds on what type of game we are all agreeing to play. The last time I started a new campaign I pitched three choices to my group about 6 weeks before our current campaign was due to end. That way I didn't waste time prepping an adventure people didn't want to play. I summarized the adventure, told them which pillars would be emphasized, what the characters' goals will be, how lethal or tactical the game would be. In essence, "This campaign should be fun for players who like to..." Pitch the game first, then present the character creation rules at the end. Once they've bought into your campaign proposal, they should be more open to character restrictions. If you want to restrict choices the group is used to having, I think it helps to keep the initial commitment short (for us, 2 months would be short). "Try playing it this way for an adventure that might take 6-8 sessions. If you like it we'll continue, and if you don't we can revisit the rules or switch to playing something else." We have several people willing to DM so if people aren't motivated to play in the campaign I want to run, I'm happy to play in someone else's. [/QUOTE]
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