What Rules Sources Do You Allow?

What rules sources do you allow?

  • Everything, both official D&D rules and d20 products

    Votes: 10 19.6%
  • Everything, so long as it is official D&D rules

    Votes: 5 9.8%
  • Almost everything, with a few sources or rules banned

    Votes: 12 23.5%
  • The three core rulebooks plus a few sources of choice

    Votes: 9 17.6%
  • The three core rulebooks and others on a case-by-case basis

    Votes: 16 31.4%
  • The three core rulebooks alone (or less)

    Votes: 2 3.9%

airwalkrr

Adventurer
When running a campaign for 3e, what rules sources do you generally allow? Do you throw the game wide open and allow any and all options from any d20 sourcebook? Do you limit the game to official D&D content only? Do you allow the core rules and allow other things on a case-by-case basis? Or do you narrow the field to practically core rules only? I am interested to know what people do in their 3e games regarding what rules sources are acceptable and under what circumstances. Vote and discuss.
 

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I use every 3.0/3.5 sourcebook and Dragon mags, because between all the players in my group we have all of them. I have two build/optimization rules to go with this policy:

1) Anything you can do, NPCs can do too; think very carefully before trying to break the game or do anything too cheesy.

2) If you make an exceptionally powerful character, you have the privilege of helping anyone with a noticeably-less-powerful character bring theirs up to the same level; this isn't a contest between players, it's a cooperative game.

No one has tried to pull anything over on me (and the fact that I'm the most rules-savvy in the group doesn't hurt), and we never have any PC imbalances or people feeling unable to contribute for more than a session, so I think it works well.
 

1) Anything you can do, NPCs can do too; think very carefully before trying to break the game or do anything too cheesy.

2) If you make an exceptionally powerful character, you have the privilege of helping anyone with a noticeably-less-powerful character bring theirs up to the same level; this isn't a contest between players, it's a cooperative game.
I realize 1) is a common DM sentiment, and while I can appreciate the reason for the policy, I have never fully agreed with it. It seems to set up a DM vs. players environment. So I have never adopted it.

However, I really like 2). I think I should start making this a policy in all my games. I am all for anything that encourages cooperation.
 


My preference for players is to use the Player's Handbooks I & II, along with the Complete Adventurer, Arcane, Champion, Divine, Mage, Scoundrel, and Warrior. Other rules will be allowed on a case-by-case basis. (Typically, as long as I am provided a copy of what they want I am happy to allow it.)
 

I allow everything under the sun, more variety is more fun in some cases.
I not only have the common thought of most DMs "if you can use it, don't forget so can I", I also flip it around and say anything I homebrew/use so can you.
Besides, most of my players aren't power gamers anyway and the additional books help give them tougher characters that can stand up to what I throw at them.


However if I were to limit them I would go: Core books, PHB 2, Complete books, Spell compendium, and Magic Item Compendium. That gives plenty of fancy choices for every class.
 


I allow any official 3.0/3.5 books so long as if I have a hard-copy of them.

I simply don't allow a source if I can't refer to it on hand either. Saves me a little pain as a DM
 

For players starting a game: Pick one supplement book. Use material from that one book and the core rules to build your character; branching off into a second supplement is allowed only with explicit permission for specific things. By stopping exploits that come from combining obscure items from multiple sources, this immediately cuts out the cheesiest problems. It also (IMO) helps focus on the character and cuts down character creation time, because it encourages the player to focus on the character concept rather than hunting through a ton of books for the perfect option for every aspect.

For players in an existing game: Materials are inherently limited. New PrCs and classes can be entered only with DM permission. Items are granted by questing or with limited availability shops (no magic Walmart). Basically, expanding characters into new direction with new material will always require DM involvement in some way. So feel free to read any books and ask for anything you want, but don't expect their contents to instantly appear in the game.

For DMs: Sure, use anything. Go hog wild. As a DM, if I couldn't find anything I wanted in the core rules, I would be free to make it myself anyway. Supplements exist to help cut down on prep time by providing material so you don't have to think it out. Just make sure you don't accidentally leave any magic items around that you didn't intend for the players to get ahold of.
 

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