What resources do you use?

Aduro

First Post
Out of curiosity, what all resources do you tend to use in your games and character creation? All books or only certain ones? Do you use all the different Feats and Powers from the magazines?
 

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I believe there is a general rule o thumb among casual players to not allow a few things. Dragonmark feats for one have been banned in every game I've played. I can't think of any others off the top o my head.
 


Everything I own in print. Examples of stuff I don't use:
- anything from Dragon
- anything from the FR setting books

It's a good thing it's easy to define 'campaign rules' in the character builder.
 

From my house rules doc:

Allowed Rule Books: Player's Handbooks, {power source} Power series, Eberron Player's guide, Forgotten Realms Campaign Setting (Swordmage, Genasi & their related feats only).

DM Approval Required: Adventurer's Vault, Dragon Magazine, Monster Manual races.

Banned: Weapon Expertise (PH2), Implement Expertise (PH2), Focused Expertise (PH3), Versatile Expertise (PH3), Hide Armor Expertise (Primal Power).
 

Let's see...

Feats not allowed...

- Dragonmarks Feats
- Bloodline Feats
- Guild Feats
- Heritage Feats
- Tribal Feats
- "White Lotus" feats
- "Draconic Spellcasting"

Backgrounds not allowed...

- All

Powers not allowed...

Wiz 5: Grasp of the Grave (Dragon 372)


However, my PC's get various special powers - some temporary, and some permanent that I make up myself... those will tap ideas and abilities from the above list.

So, this IS a list of restricted stuff, but it doesn't mean PC's won't see the abilities from some of these from time to time.

Beyond the list above, and some races since they don't fit in my campaign setting, everything else is pretty much a go.



One disclaimer... this list only mattered back when we started playing - it has not been updated since then so it may be a little dated.
 

I allow every resource. Everything is subject to DM approval.

Whenever there is a new resource out, I usually discuss with the players anything that jumps out at me as problematic. When MP came out, I said no Battleragers. When PH2 came out, we discussed Expertise and I built it in as free at 5th level. When DP came out, I said no Hero of Faith, no healics. And as errata comes out I re-evaluate things, since the Battleragers have been toned down, they're fine now.

I maintain a lot of control over what I allow and disallow, but 95% of the time, it's irrelevant since I have all of 6 players, and the players rarely run into those problematic options. I'm usually the one pointing out the more powerful options to my players out of dragon magazine and new books.

I want my players to enjoy their characters, but I don't want to have to increase the difficulty of encounters to challenge them. And I try to eliminate grindy choices, as I have 6 players, and only 4-5 hours in a given session to run 2-3 encounters.

I probably make it sound I'm overly restricting, but I've only had to say no to one player to date. The paladin wanted to MC cleric to pick up Healer's Mercy, I said no because when DP came out I said no healics. Plus they already have 3 players who can heal, and one who can self heal. They don't need any more. That option would simply force me to up the encounter challenges (not to mention he gives up a lot of damage by using that since he is an off-striker), which leads to grind. So I said no. Considering we've been playing since 4e came out, one no is not too bad.
 

I allow any books or Dragon article material that is released and in the character builder, but not "beta" or pre-release material. I've house-ruled expertise as free at level 2 since everyone was taking it at 1 or 2 anyway, and it felt annoying, I might houserule paragon/robust defenses at level 15 or so when we get there too. I haven't banned anything yet, but the group's heavy emphasis on healing (especially surgeless healing) is starting to cause issues. With a very buff-centric clerics, two defenders and a bard (cunning, more concentrated on debuffs and forced movement) makes giving them challenge hard. I'd have to say most hard encounters have only been issues because of tactical errors on their part rather than design.

One thing I've had to learn and that has been hard for me to do is to give them lots of fights during the day. I'm used to gm'ing systems where 1-3 fights per day is more normal. I like doing big roleplay and story setups for fights, I don't like throwaway or random fights, but I've been adjusting.
 

From my house rules doc:

Allowed Rule Books: Player's Handbooks, {power source} Power series, Eberron Player's guide, Forgotten Realms Campaign Setting (Swordmage, Genasi & their related feats only).

DM Approval Required: Adventurer's Vault, Dragon Magazine, Monster Manual races.

Banned: Weapon Expertise (PH2), Implement Expertise (PH2), Focused Expertise (PH3), Versatile Expertise (PH3), Hide Armor Expertise (Primal Power).
This is really close to my own guidelines. I allow most things so long as the player talks to me about them; if they seem broken (and nothing has yet), I take a closer look.

Instead of expertise, I drop monster defenses on my end. Same effect, no feat tax.
 

I used the PH I in making my character, then the DM made suggestions of things from DDI (a staff fighting feat from Dragon, Focused Expertise feat from I don't know where, an alt multiclass feat that gave a second trained skill, and a background from PHII).

I was only familiar with PHI and a little from PH II and some suggestions from EN World. I don't know if third party stuff would be banned or allowed or things like dragonmarks. He seemed flexible though and I expect he'd allow anything from DDI, though I couldn't say about third party things.
 

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