Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What do you ban? (3.5)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5431546" data-attributes="member: 4937"><p>No, though there are some restrictions.</p><p></p><p>1) There are no PrCs. This was a bad idea tacked on at the last minute by Monte that never accomplished what he had intend to accomplish. Monte has a fetish for secret organizations and the intention here was to use mechanics (and the desire for entry into the class) to tie the character more closely to the setting. PrCs are IMO simply the single worst design decision in D20 and they impact the game in a myriad of not so great ways. </p><p></p><p>In trade off, Feats tend to be more powerful and capable of broader changes than in stock D20 and the base martial classes tend to have more upside. As one of my players put it, "You don't take a PrC in [my game], you become one."</p><p></p><p>Without PrCs, I don't have to ban particular ones (it would be a long list) or create rules to manage them.</p><p></p><p>2) Each class has a prerequisite ability score which is usually quite low. For example, you can't be a Hunter unless you have both a 7 Str and 7 Dex. However, in order to qualify for multiclassing you must beat this minimum by 2 for each additional class you have beyond the first. So for example, if you want to take both Hunter and Fighter you have to have at least an 11 Str and 9 Dex. That's just a 'sanity check' rule that has never come into play, but prevents a player from, for example, taking 1 or 2 levels of each class.</p><p></p><p>3) Favored class rules are strictly enforced. I know alot of people do away with it and I sympathize, This is supposed to be one of the Humans big advantages, and a means of creating a specific flavor in the other races, so I</p><p></p><p>4) The Champion class, which is my games equivalent of the Paladin, has the standard rule excluding multiclassing once you enter it. However, certain Portfolios (the Champion equivalent of Cleric domains) not only allow free multiclassing with certain other classes but allow half the levels of that class to count as Champion class level for the purposes of spellcasting, spellcasting progression, and class abilities. </p><p></p><p>Mostly these are 'sanity check' rules designed to keep the available builds constrained in predictable ways. They rarely come up or prevent players from multiclassing, and the number of potential builds is still huge. And, if any player wants to play something that isn't available in the rules and is suitable to the setting, I'm perfectly happy to create feats, domains, portfolios, bloodlines, etc. that help enable it. What I don't do however is create purely mechanical variation simply for its own sake. So many WotC classes always felt to me not as characters you couldn't play until the class came along, but rather particular mechanics you couldn't before have until the class came along. IMO all sorts of different mechanics can be used to capture the flavor of a certain heroic concept. So long as I have some means to get there, I don't necessarily feel the need to offer any particular alternate mechanic (which is usually more about powergaming than it is about characterization). I have very little sympathy for example with the idea that you can't capture the flavor of a particular type of spellcaster unless you have mechanical point buy or free form magic, but I would have alot of sympathy with a player who said, "I want to play a clockwork themed mage, but I don't see alot of clockwork options in the spell list." or "I want to play Dr. Frankenstein, but there don't seem to be any rules for creating low level contructs." or "I want to play a dinosaur rider, what should I do?"</p><p> </p><p></p><p></p><p>I do this too, but in practice since there are '1000 gods' in my setting any time a player comes up with an unusual combo I tend to make up a god on the spot (usually with player input) with the result that 'all clerics must have a deity' ends up being no restriction at all. I've waffled back and forth since reading 'Book of the Righteous' on the merits of going down to a small tightly interwoven pantheon, but still find that 'always free to make a god for the occasion' pays off.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5431546, member: 4937"] No, though there are some restrictions. 1) There are no PrCs. This was a bad idea tacked on at the last minute by Monte that never accomplished what he had intend to accomplish. Monte has a fetish for secret organizations and the intention here was to use mechanics (and the desire for entry into the class) to tie the character more closely to the setting. PrCs are IMO simply the single worst design decision in D20 and they impact the game in a myriad of not so great ways. In trade off, Feats tend to be more powerful and capable of broader changes than in stock D20 and the base martial classes tend to have more upside. As one of my players put it, "You don't take a PrC in [my game], you become one." Without PrCs, I don't have to ban particular ones (it would be a long list) or create rules to manage them. 2) Each class has a prerequisite ability score which is usually quite low. For example, you can't be a Hunter unless you have both a 7 Str and 7 Dex. However, in order to qualify for multiclassing you must beat this minimum by 2 for each additional class you have beyond the first. So for example, if you want to take both Hunter and Fighter you have to have at least an 11 Str and 9 Dex. That's just a 'sanity check' rule that has never come into play, but prevents a player from, for example, taking 1 or 2 levels of each class. 3) Favored class rules are strictly enforced. I know alot of people do away with it and I sympathize, This is supposed to be one of the Humans big advantages, and a means of creating a specific flavor in the other races, so I 4) The Champion class, which is my games equivalent of the Paladin, has the standard rule excluding multiclassing once you enter it. However, certain Portfolios (the Champion equivalent of Cleric domains) not only allow free multiclassing with certain other classes but allow half the levels of that class to count as Champion class level for the purposes of spellcasting, spellcasting progression, and class abilities. Mostly these are 'sanity check' rules designed to keep the available builds constrained in predictable ways. They rarely come up or prevent players from multiclassing, and the number of potential builds is still huge. And, if any player wants to play something that isn't available in the rules and is suitable to the setting, I'm perfectly happy to create feats, domains, portfolios, bloodlines, etc. that help enable it. What I don't do however is create purely mechanical variation simply for its own sake. So many WotC classes always felt to me not as characters you couldn't play until the class came along, but rather particular mechanics you couldn't before have until the class came along. IMO all sorts of different mechanics can be used to capture the flavor of a certain heroic concept. So long as I have some means to get there, I don't necessarily feel the need to offer any particular alternate mechanic (which is usually more about powergaming than it is about characterization). I have very little sympathy for example with the idea that you can't capture the flavor of a particular type of spellcaster unless you have mechanical point buy or free form magic, but I would have alot of sympathy with a player who said, "I want to play a clockwork themed mage, but I don't see alot of clockwork options in the spell list." or "I want to play Dr. Frankenstein, but there don't seem to be any rules for creating low level contructs." or "I want to play a dinosaur rider, what should I do?" I do this too, but in practice since there are '1000 gods' in my setting any time a player comes up with an unusual combo I tend to make up a god on the spot (usually with player input) with the result that 'all clerics must have a deity' ends up being no restriction at all. I've waffled back and forth since reading 'Book of the Righteous' on the merits of going down to a small tightly interwoven pantheon, but still find that 'always free to make a god for the occasion' pays off. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What do you ban? (3.5)
Top