Creamsteak
Explorer
Rechan said:Which is a real shame, because many of the nice products out there are for players. Not even counting the glut of feats and PrCs, but alternate classes, or alternate casting systems. Take Green Ronin's Shaman's Handbook, or Witch's handbook. PC classes, with nice mechanics and such. But unless your DM owns the product and likes it, I doubt you'd get to play it.
Am I alone in this feeling?
You're not alone. However, I've also known people that have the opposite perspective. One gaming group I "inherited" included guys who bought every Mongoose splat book, and in their previous game they were all legitimate. The assumption they had was that "if it was in print, it was legit."
The truth of it is that a DM is more likely to actually get to use content from a book he buys. I burn through dozens of monsters, feats, classes, and stories in a given campaign. My players all together use about 1/2 of the total content I do. So as a general rule, DMs are going to get a lot out of a book more easily.
On the other hand though, if a Player walks up to me wanting to play something I'm not familiar with, he's going to need to make me familiar with it. To use a simple example, if someone wants to play a Crusader from Bo9S, show me how it works. A warlock? Show me. Something from another 3rd party supplement? Show me.
I, personally, prohibit various classes/feats/races/etc. based on the specifics of the campaign. In some campaigns, I don't allow Wizards but allow Sorcerers. In another, it's the opposite. I have my reasons, and most of the time it's an element of setting design. In one game, Bo9S is fine. In another, Psionics are fine. In yet another, a Samurai or Kensai base-class is fine. So if a player comes to me with something that might not work in my current game, I'm not necessarily prohibiting it from all of my games.