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General Tabletop Discussion
*Dungeons & Dragons
What Races (classes) do you allow or disallow in your campaign?
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<blockquote data-quote="Vaprak001" data-source="post: 7169999" data-attributes="member: 6775623"><p>As a grognard myself, I can empathise with the OP and prefer the (demi) human-centric approach. IMHO, as a game, there needs to be core limitations to class, race and alignment to avoid the proliferation of pseudo-classes (as in 3.x) and ever more exotic races in comically inappropriate party compositions (did you hear the joke about the death slaad paladin, Deva shadow assassin and gnome illusionist that walked into a bar...) I'd have preferred 5e's paths/ archetypes to be more thematic than mechanical - bit more like 2.e 'kits'. </p><p></p><p>In my homebrew rules, I have a very strict class structure which is the equivalent of 'Ego' (see table). Basically, you have an environment (super-ego), to which you instinctively adapt (Id) based on strengths. From this you choose class (ego). Each class then has 'kits' that flesh out background and can be almost anything. The previously mentioned 'urban' barbarian makes no sense to me at all! He's a fighter or thief with a 'thug' kit. Champion is one of the only classes with mechanically different kits, e.g. ranging from Paladin, Dwarven Defender, Elven F/MU - Eldritch knight etc.</p><p></p><p>[ATTACH]86133[/ATTACH]</p><p></p><p>Multi-classing is much more difficult in my homebrew. The bookish nerd who trained as a wizard might dream of being an axe-wielding horde master but how practical is that? Using his high dexterity moonlighting as a rapier wielding rogue might be possible though! Usually such changes requires some sort of catalyst and requires a campaign.</p><p></p><p>I'm much more flexible with race, but humans definitely have an advantage. Each non-human race has one culturally favoured class with an XP bonus, all others having varying degrees of penalty, but not banned as such e.g. Hill Dwarf in the second table. I likewise have an alignment penalty to XP for deviation from cultural/ racial norms - again without an outright ban.</p><p>[ATTACH]86134[/ATTACH]</p><p></p><p>It'd be great to hear your thoughts...</p></blockquote><p></p>
[QUOTE="Vaprak001, post: 7169999, member: 6775623"] As a grognard myself, I can empathise with the OP and prefer the (demi) human-centric approach. IMHO, as a game, there needs to be core limitations to class, race and alignment to avoid the proliferation of pseudo-classes (as in 3.x) and ever more exotic races in comically inappropriate party compositions (did you hear the joke about the death slaad paladin, Deva shadow assassin and gnome illusionist that walked into a bar...) I'd have preferred 5e's paths/ archetypes to be more thematic than mechanical - bit more like 2.e 'kits'. In my homebrew rules, I have a very strict class structure which is the equivalent of 'Ego' (see table). Basically, you have an environment (super-ego), to which you instinctively adapt (Id) based on strengths. From this you choose class (ego). Each class then has 'kits' that flesh out background and can be almost anything. The previously mentioned 'urban' barbarian makes no sense to me at all! He's a fighter or thief with a 'thug' kit. Champion is one of the only classes with mechanically different kits, e.g. ranging from Paladin, Dwarven Defender, Elven F/MU - Eldritch knight etc. [ATTACH=CONFIG]86133._xfImport[/ATTACH] Multi-classing is much more difficult in my homebrew. The bookish nerd who trained as a wizard might dream of being an axe-wielding horde master but how practical is that? Using his high dexterity moonlighting as a rapier wielding rogue might be possible though! Usually such changes requires some sort of catalyst and requires a campaign. I'm much more flexible with race, but humans definitely have an advantage. Each non-human race has one culturally favoured class with an XP bonus, all others having varying degrees of penalty, but not banned as such e.g. Hill Dwarf in the second table. I likewise have an alignment penalty to XP for deviation from cultural/ racial norms - again without an outright ban. [ATTACH=CONFIG]86134._xfImport[/ATTACH] It'd be great to hear your thoughts... [/QUOTE]
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What Races (classes) do you allow or disallow in your campaign?
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