El Mahdi
Muad'Dib of the Anauroch
...It's very easy to remove restrictions at the individual table. It's harder to promote and maintain a distinctive identity in the RPG marketplace.
I don't think that's generally true.
If the restriction is used to create game balance - say, if the paladin is restricted to LG, so that his behavior will keep his massive holy power in check - then we might say it is difficult to remove. We'd still be wrong, because removing it is as simple as the GM saying, "That restriction does not hold!" What may be difficult is removing the restriction and not having the resulting character be unbalanced. And that's only an issue if you care about that sort of thing.
If the restriction is not part of the balance in play, then it is no harder to remove it than it is to add it.
I disagree. Restrictions can be incorporated throughout the games mechanics in ways that aren't always obvious at first. Simply removing the restriction can leave the remaining unknown parts intact, like the roots of a weed when just yanked out. But having a module to add restrictions in, can clearly list and define all the other additions that need to be made throughout the system. One could argue that a module could be made for removing restrictions also, and list all related changes that must be made, but that's in essence a lot of rewriting or redacting your rulebook, than it is simply referencing an additional part of the book. I can see the possibility for unbalancing with either approach, but I still think that generally, it's easier to add rather than subtract.
For example, although not one about restriction, the recent blog on Paladins:
2. A paladin can see and smite evil.
A paladin knows when something supernaturally adverse to the deity or calling he or she champions is nearby. For instance, although a good paladin cannot unerringly zero in on a specific threat merely by walking past a structure infested with evil, the paladin knows something is wrong. Regardless of a given creature’s actual nature, a paladin can judge it unworthy and smite it with divine power that energizes his or her sword blow.
If one does not use alignments at all, then this starts getting tricky. If you remove the qualification that the extra damage from a "smite" only applies to "Evil", do you allow the smite to work on everything, or do you eliminate it entirely? If you allow it on everything, that may significantly overbalance the system. If you don't allow it at all, that may significantly underbalance the class. If you go with not allowing it at all, then you're in the position as DM to find something else to add that rebalances it, but may end up not being thematically relevelent to being a Paladin.
But if instead, the class is designed with two optional elements that are equal in balance from the start, then one or the other can be added in with no problem.
Another example with alignment: alignment is a naturally restricting system. It limits options. If it's incorporated into the base system, simply removing it isn't very easy. The baseline assumptions extend to magic, magic items, interactions with creatures and NPC's, etc. Simply removing it is tantamount to fighting an infestation of vermin. It's meticulous, painful, and time consuming...and one can't always be sure you've found every aspect of the rules that needs to be changed. However, adding alignment restriction can list all aspects that need to be changed, and you're aware of them from the start.
As said, removing is not difficult if there are no balancing issues or other aspects of the rules to be concerned with. But I've found those issues to be present more times than not, and more impactful when subtracting such restrictions or mechanics, rather than when adding them.
