PC Creation Limitations

Awakened

First Post
Okay, I've got a brainstorming exercise.
What colorful, interesting, useful, or just plain bizarre limitations can you come up with for players looking to embark on a campaign? They can be simple, like

1. All characters must be fighters.
2. No gnomes.
3. No arcane spellcasters.

To something more quirky or meta-gamed, such as
4. All classes, races, and feats must be taken from book outside of WOTC's catalog
5. Everyone must devote at least four skill ranks to a Craft skill at first level
6. All characters must be created independent from each other, and the results must be kept secret until the first session
7. All races chosen must have level adjustment penalties, game starts at 5th level

To fun little explorations, like
8. Everyone creates a character. The first session, the characters are randomly passed out. You cannot wind up with the character you created.
9. Every character will have to have a Secret, which is randomly drawn from a number of cards. In the deck are cards that say things like "Is a Vampire," "Actually a spy from the enemy", "Transforms into a giant, LG bug", and "requires daily drug intake to prevent an exhausted state"
10. Stats are rolled randomly, with the first one automatically assigned to Str, the second to Dex, and so on
11. Group split into two competing parties that develop their own party agendas and characters independently from each other, one good, one evil, (or one chaotic, one lawful for that matter, or one forest folk, one cityfolk, etc.) and the two parties will adventure simultaneously, with a prestated plot point preventing them from outright killing each other

I've seen some creative stuff on these boards. Let's see what you can come up with! Who knows, a DM or two might get an idea for a scenario.
 

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WarlockLord said:
13.You must possess a cool hat. A cool hat is defined as a hat costing over 1000 gp.
Jägermonsters?

14. You must take a LA +1 race.
15. You must take all three levels of your race's paragon class by fifth level.
 




19) Race=Kobold
20) Everyone gets Gestalt=Fighter (for a mercenary company game)
21) Instead of 28pts/character, the party has a pool of 25*Players and can distribute them as they see fit.
22) Druid is the only Divine Caster (for a campaign in which extraplanar connections were failing [hence extraplanar deities couldn't grant spells])
 

23) You live in a society with a caste system. Roll up stats, taking them in order of appearance, then roll to see what class your caste is, then build your character.

I always wanted to do that, and I have a couple of little campaign ideas that could use the "secrets" idea, too. I also used to always take my stats in the order they were rolled, back in the AD&D days when I started.

24) Start with an NPC class.
25) The party is a defined group with a set of roles - i.e., an elite army unit that must contain one wizard, two melee specialists, two ranged specialists, and a healer; all must be proficient on horseback.
 



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