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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="WarpedAcorn" data-source="post: 7167893" data-attributes="member: 6819400"><p>No class is disallowed in my campaign. I can't think of a good reason why I would mark any class off limits in a standard adventure. Now, if the game is a low-magic setting that is different, but that would require a buy-in from the players as well. I wouldn't just tell them they can't play certain classes, I would ask if they would be interested in a game without those classes.</p><p></p><p>As for races, the only thing I disallow is flying races. I can imagine that being abused and, most importantly, splitting the party. Any other race is fine. Some make more sense than others, but I try to tailor the level of appropriateness to the player. For instance, an introverted player who plays a drow who is the type of player who just hangs back and enjoys playing with a group...I let that slide. But if there is an extroverted character playing a drow, then I show that player more affects of being a weirdo race. I have a similar instance right now with a half-orc who wants to be a Cleric of Grumsh. I've advised against it and given reason why. She still wants to, so we will play it and see what happens. it could be interesting.</p><p></p><p></p><p>Also, to echo sentiments in this thread, I don't view the Dragonborn or Tiefling race as munchkin. Someone correctly stated that powergamers will typically gravitate to the Human-Variant due to the Feat. That FAR outshines a couple of 1/day spell abilities. Disallowing Warlock is also a weird one, especially given how tropey it is for someone to make a deal with the devil for the right reasons. Plus there is the Great Fey and Old Ones who are most certainly not directly evil. A Warlock is just someone who made a deal for power.</p></blockquote><p></p>
[QUOTE="WarpedAcorn, post: 7167893, member: 6819400"] No class is disallowed in my campaign. I can't think of a good reason why I would mark any class off limits in a standard adventure. Now, if the game is a low-magic setting that is different, but that would require a buy-in from the players as well. I wouldn't just tell them they can't play certain classes, I would ask if they would be interested in a game without those classes. As for races, the only thing I disallow is flying races. I can imagine that being abused and, most importantly, splitting the party. Any other race is fine. Some make more sense than others, but I try to tailor the level of appropriateness to the player. For instance, an introverted player who plays a drow who is the type of player who just hangs back and enjoys playing with a group...I let that slide. But if there is an extroverted character playing a drow, then I show that player more affects of being a weirdo race. I have a similar instance right now with a half-orc who wants to be a Cleric of Grumsh. I've advised against it and given reason why. She still wants to, so we will play it and see what happens. it could be interesting. Also, to echo sentiments in this thread, I don't view the Dragonborn or Tiefling race as munchkin. Someone correctly stated that powergamers will typically gravitate to the Human-Variant due to the Feat. That FAR outshines a couple of 1/day spell abilities. Disallowing Warlock is also a weird one, especially given how tropey it is for someone to make a deal with the devil for the right reasons. Plus there is the Great Fey and Old Ones who are most certainly not directly evil. A Warlock is just someone who made a deal for power. [/QUOTE]
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What Races (classes) do you allow or disallow in your campaign?
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