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General Tabletop Discussion
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What Races (classes) do you allow or disallow in your campaign?
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<blockquote data-quote="cbwjm" data-source="post: 7165951" data-attributes="member: 6788732"><p>Depends on the setting. If I was running a classic dark sun game, I'd limit the races to humans, elves, dwarves, half-elves, and halflings which means no dragonborn, tieflings, half-orcs, gnomes or other races I've missed. I probably would allow genasi since the elements are a fairly major theme in Dark Sun. I'd also want to add in muls and half-giants but those could be added in later, not sure if I would bother making them available at the start.</p><p></p><p>For Dragonlance, no half-orcs since there are no orcs in the setting, no drow, no tieflings, dragonborn could fit as the draconians but they would need to change their breath weapons out for something else. Kapaks could have a poisonous bite, bozaks and auraks could gain some spellcasting, sivaks an ability to alter self, and baaz would have to gain something, but I don't know what.</p><p></p><p>For the last setting I created, it was pretty much driven by player choice so pretty much any race was available. However, once players had chosen their race I ended up limiting things a bit. The Dragonborn were at war with the main kingdom setting so no dragonborn could be chosen and we kept the elemental evil races out due to the fact we had crammed in so many races already, although I guess they could have been a wanderer far from home.</p><p></p><p>I also have an idea for a setting where everyone belongs to a tribe and must start out as human before setting out and exploring the world beyond their tribal lands. This also restricts classes and probably backgrounds. There would be no wizards, clerics, monks, or paladins. Fighters and Rogues would not be able to be eldritch knights or arcane tricksters. I'd probably allow most everything else though.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7165951, member: 6788732"] Depends on the setting. If I was running a classic dark sun game, I'd limit the races to humans, elves, dwarves, half-elves, and halflings which means no dragonborn, tieflings, half-orcs, gnomes or other races I've missed. I probably would allow genasi since the elements are a fairly major theme in Dark Sun. I'd also want to add in muls and half-giants but those could be added in later, not sure if I would bother making them available at the start. For Dragonlance, no half-orcs since there are no orcs in the setting, no drow, no tieflings, dragonborn could fit as the draconians but they would need to change their breath weapons out for something else. Kapaks could have a poisonous bite, bozaks and auraks could gain some spellcasting, sivaks an ability to alter self, and baaz would have to gain something, but I don't know what. For the last setting I created, it was pretty much driven by player choice so pretty much any race was available. However, once players had chosen their race I ended up limiting things a bit. The Dragonborn were at war with the main kingdom setting so no dragonborn could be chosen and we kept the elemental evil races out due to the fact we had crammed in so many races already, although I guess they could have been a wanderer far from home. I also have an idea for a setting where everyone belongs to a tribe and must start out as human before setting out and exploring the world beyond their tribal lands. This also restricts classes and probably backgrounds. There would be no wizards, clerics, monks, or paladins. Fighters and Rogues would not be able to be eldritch knights or arcane tricksters. I'd probably allow most everything else though. [/QUOTE]
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What Races (classes) do you allow or disallow in your campaign?
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