S
Sunseeker
Guest
Then do so. This isn't telling you what should or shouldn't be in your game. It's merely setting up a series of common baselines. It's supposed to be a tool, not a shackle. Still, the language could be improved a little. Add
"For a classic game, the DM might limit PCs to common races. A more exotic setting might have different set of permitted and restricted races."
The point is to make establishing the available races and classes a standard part of any campaign, and to give tools for doing so.
I still don't like it, for one, "exotic" races tend to be more powerful, and I neither want to see popular races shackled with level adjustments nor do I want to see them gain stupidly over-powered abilities because they are "rare".
I mean lets take 3e Drow for example, a pretty good look at what Wziards does with something they consider "exotic", huge +2LA combined with crippling drawbacks(light sensitivity I'm looking at you!) and a couple stupidly over-rated abilities that should have been fairly powerful. Really how difficult was it to just do what Pathfinder did? Sure they still got light sensitivity, but they were really no more or less powerful than their core-race counterparts. Handwaving one drawback if the DM wants to is much better than attempting to entirely re-balance the race to make up for stupid LA bs.
I would much rather have Wizards leave what constitutes an "exotic race" up to the DM, rather than attempt to balance "exoticness" in a mechanical manner as they've done in the past.