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%

Unless my players protest:

No dwarves. If their stats are nice, Warforged will likely replace them.
No elves. Shifters will replace them.

Not sure what I'll do about half-elves.

Otherwise, races from the MM, and maybe Genasi + Swordmage from the FR book. Half-Orcs if a player is adamant.
 
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With just the core out, I'll use everything in the PH and MM. When various players books (setting, splat ect) start coming out, I'll add all those in. Then the stuff from Necro's PH, and whatever other 3rd parter player crunch is around, I'll add that too.

During 3.x I used all the WotC core, Splats, races of, Arcana Evolved, Star Wars (Jedi in D&D :) )FR, Ebberron stuff, and used spells from at least 10 other books, Ultimate books, and feats and PrCs from about 30 others (the Quintessentials, AEGs stuff and others).

I see no reason not to be as inclusive in 4th as I was in 3rd. :)

When it comes to player abilities (Classes, powers, races ect) I'm a kitchen sink kinda guy. And if the characters get "too powerful" I just ramp up the opposition, no big deal.
 

To start with, everyone is human, that's just how the setting is set up. Once things are on the go, there will be no halflings or eladrin. Tieflings and dragonborn are "bad guys", though possible PCs. Other races might be possible. The only class I'm limiting is warlock, because it's a very bad fit in the segregated human society of my homebrew (though I told my players I'd allow it as a special case with a couple conditions).
 

Every MM race that is statted out is a go for PCs for my first game.

Maybe not the best decision, but I want to push the system fairly far anyway. I don't really anticipate people choosing primarily non-PHB races anyway.
 


I will be adding some homebrewed classes and races that are long-time residents of my campaign world. Actually, I'll be hoping that one of them (the tabaxi) is present in the 4e Monster Manual! :)

Edit: Plus, there will be a race or two in the MM that I'll allow as pcs (hi gnomes!).
 

If I run 4e, it'll be in Eberron. Hence, PC gnomes, half-orcs, shifters, warforged, and Kalashtar, and artificers and druids, will be allowed if I've got official rules for them.
 

I'm going to think about this for any game I run.

My original plans for Fourth Edition, for a setting called Exile, involved only three playable races: humans, dragonborn, and tieflings. Only human characters would be available at the beginning of the game, which involved a colony of exiled humans making a home for themselves on the shores of an analogue of North America, with the (largely friendly) dragonborn standing in for the American Indians of the southern states and the (largely antagonistic) tieflings standing in for the Aztecs and Mayans in a gloriously ahistorical mashup of cultures.

I'm pretty uninterested in halflings, half-elves, and dragonborn in other settings, though. Dwarves and tieflings are okay, elves and eladrin really have to go under the proverbial microscope before I can decide.

Meanwhile, I will probably be using some of the "monster races" from the Monster Manual, and warforged, shifters, and doppelgangers (changelings) in Eberron games.
 

I'll be starting from standard and then possibly working out from there. I have some faith in WOTC's ability to balance classes and races. Adding in 3.5 style monster characters sounds like a bad idea.
 

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