Too Hot, Too Cold, Just Right?

Will you be altering the races/classes avialable in your 4e game?

  • I will allow only the races and classes presented in the PHB.

    Votes: 17 18.9%
  • I will be using everything in the PHB + some or all monster races from the other books

    Votes: 31 34.4%
  • I will be removing some races or classes from my game.

    Votes: 7 7.8%
  • I will be adding additional races or classes to my game.

    Votes: 6 6.7%
  • I will be both removing and adding some races and classes.

    Votes: 29 32.2%

Oni

First Post
If/when you start using the 4e rules do you plan on altering what's available to your players in terms of race and class, or using the baseline from the PHB as the default for your campaign? If you do intend to change the default lineup what do you plan on changing and why?
 

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Well it depends on the world:

Noir, Technological one:

Allows: All Classes (though sources of power from magical classes will be different), Humans, Tieflings (remodelled and renamed), Eladrin (remodelled and renamed) and Elves (remodelled and renamed) Half-Elves (remodelled and renamed).

MM Races will be determined upon reading them.

Fey Oriented one:

Allows: All Classes (though some power sources may be different sources), Elves (remodelled and renamed), Eladrin (remodelled and renamed), Tieflings (remodelled), Humans, Dragonborn (remodelled) Half-Elves (remodelled and renamed).

MM Races will be determined upon reading them.

As you can see, main things gone are Dwarves and Halflings.
 

As a burned-out C&C DM I've really had it 'up to here' with trying to hack it and keep everything in line and from blowing up. I plan to hand the PHB to my players, say "rolling a 1 always misses and you have to comlpete 3 encounters to take an extended rest, other than that, this is our bible, period."

Edit -> oh, I realize you're just asking as far as races and classes... I thought you meant more in terms of rules... I wouldn't take anything out, no *shrug*
 


I'd allow all core races + all MM races. No homebrewing yet.

If kobolds PCs are as shifty as their monster friends, I so want to play one.
 

The setting always dictates details of race. If I do attempt a 4th edition campaign, it will have to include all the races that I currently use in my OD&D campaign (elves, dwarves, gnomes, halflings, faeries, merfolk, centaurs, fauns, and birdfolk).

As far as character classes go, though, I like a less-is-more approach. And what with classes being based on powers now, it shouldn't be too hard to turn, say, paladin, ranger, and warlord into fighter paragon path options. At the bare minimum, an RPG needs warriors, monks, healers, thieves, and wizards. At the maximum, a bard-/marshal-type, an artificer-/scientist-type, and a psionic-/illusionist-type might be thrown in, depending on the setting.
 

- If i run 4e, Halflings are the first to go. Never really liked them before, now I just hate them. They just don't exist IMC. I may keep some of their racial powers as additional gnome options.

- Dragonborn is a rare monster race with a tail. I am as likely to let a player play one as i am to allow any other monster: he'd better have a very good reason/story/bribe to convince me.

= Tieflings (Cambions) stay but they're crossbreeds again, not a race of their own. And they look like slightly devilish humans, not goatzillas.

= Eladrin (renamed), Elves and Half-elves stay with a few fluff changes.

= Dwarves stay as minor players, they are the poor relations of Gnomes.

+ Gnomes and Dark Elves (not Drow) are in, with lots of fluff changes.

+ And I'd like to add some large, brutish, non-furry race if there's an appropriate write-up in the MM.
 

When I ran 3E, I went full circle - my last campaign ended up core rules only, and was defnitely the best.

For 4E, I'll run it exactly as written at first. Sure, it's easy to look at things and decide you want to change them, but I think I want to try it out as intended at first. Some things need to be played rather than just read to understand the effect they have on the game as a whole.
 

I'll run it as standard first up to get a feel for things.

However, I'm fairly sure that if I start a campaign it will be minus dragonborn and tieflings and scaled down magic. I'll probably give all PC's a +1 bonus to all defences and attacks at 5th-level, then another at 15th-level, and another at 25th-level. That way the most powerful magical items will be +3 instead of +6, but with exceedingly rare artefacts that do go up to +6.
 

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