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<blockquote data-quote="trentonjoe" data-source="post: 6508936" data-attributes="member: 304"><p>IME, it boils down to the DM's philosophy. Is the world's history static and unchallengeable? Does the DM have a vision that can't be changed? or Is it a fluid world where the players can create a character without restrictions?</p><p></p><p>If in your world, let's call it Oreo, no dwarves practice magic because it is against the culture and tradition of 38 millenium (and 4 pages of DM notes) than I guess Dwarves can't be wizards.</p><p></p><p>If you allow a rogue dwarf to be a wizard and go against the grain, you could impose whatever penalty you see fit. The 10% exp. point penalty could represent the dificulty for this outcast to learn magic, or you could charge extra for the base price of scribing spells in her spell book. </p><p></p><p>Personally, I think the xp penalty is to much but I do see how it gives the character a little more "connection" to the setting.</p><p></p><p>When I DM, I am always a "play whatever and we'll fit it in somehow" type of guy. I use mechanics to create flavor as oppose to have the mechanics represent the flavor. </p><p></p><p>As long as you don't alienate players in imposing your style on the game, I think either style works well. My rule #1 in DMing is: Check with your players before instituting any great idea you have.</p></blockquote><p></p>
[QUOTE="trentonjoe, post: 6508936, member: 304"] IME, it boils down to the DM's philosophy. Is the world's history static and unchallengeable? Does the DM have a vision that can't be changed? or Is it a fluid world where the players can create a character without restrictions? If in your world, let's call it Oreo, no dwarves practice magic because it is against the culture and tradition of 38 millenium (and 4 pages of DM notes) than I guess Dwarves can't be wizards. If you allow a rogue dwarf to be a wizard and go against the grain, you could impose whatever penalty you see fit. The 10% exp. point penalty could represent the dificulty for this outcast to learn magic, or you could charge extra for the base price of scribing spells in her spell book. Personally, I think the xp penalty is to much but I do see how it gives the character a little more "connection" to the setting. When I DM, I am always a "play whatever and we'll fit it in somehow" type of guy. I use mechanics to create flavor as oppose to have the mechanics represent the flavor. As long as you don't alienate players in imposing your style on the game, I think either style works well. My rule #1 in DMing is: Check with your players before instituting any great idea you have. [/QUOTE]
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