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4 years ago ::
Jul 11, 2009 - 10:33AM
#1
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Date Joined:
Mar 21, 2005
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At the moment there is a lengthy and now crazy thread about an inconsistent GM in one of the sub forums who bans a great deal of the player races. http://forums.gleemax.com/showthread.php?t=1210124In 3.5 it wasn't uncommon that half the GMs I played with just outright didn't allow any thing beyond the core books or psionics. So how much "I don't allow "x"" is too much?(In my own game Dragonborn eventually were not allowed and replaced with large bear like people)
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4 years ago ::
Jul 11, 2009 - 10:47AM
#2
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Date Joined:
Jul 31, 2002
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My policy has always been to allow anything and everything. I wouldn't play in a game where material was disallowed, either. As a player, I hate being told "no" -- the concept of "that's not in MY world" really irks me. I understand some DMs don't like dragonborn (or race X, for reason Y), but seriously, is it that much of a problem to let a player play one?
If something seriously breaks the balance of the game, I'll open it up for discussion on a case-by-case basis. I always prefer to see how something works in play before outright banning it, and tell my players that I may ask them to revise their characters if their choices are abusive or disruptive. Granted, I have some pretty reasonable players.
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4 years ago ::
Jul 11, 2009 - 10:49AM
#3
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Depends on the group.
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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4 years ago ::
Jul 11, 2009 - 10:56AM
#4
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Date Joined:
Apr 14, 2007
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In my games off the bat, anything and everything is allowed. We then as a group jointly build the setting and decided what we want, it could be only a few things, could be tons and refluff as need be. We leave it open though, since in the future new stuff not put in may work.
But it definitely isn't my (DM) call as to what is in or out. It is the entire group together. So in my eyes anything "x'ed" is too much without the discussion and agreement of the group.
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4 years ago ::
Jul 11, 2009 - 11:03AM
#5
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Date Joined:
Feb 10, 2009
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In general, I would tend to be inclined to say allow all, and if something doesn't fit the world the DM has envisioned that someone really wants to play, reflavor that a bit so as to accommodate it.
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4 years ago ::
Jul 11, 2009 - 11:10AM
#6
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I allow most stuff in terms of rules/mechanics, but players cannot always expect to have the whole race or religion background to go with it, unless it fits the campaign.
So, for instance, no elves or drow in my game world. You can take the races as is from PHB in terms of stats, no problem. They just don't come with the usual Tolkein background baggage. The races simply don't exist, and instead any such characters are considered human "Fey-touched". No elf settlements in the forests, no-one to go "oh, you're an elf therefore . . .", no dwarves as comic side-kicks. As long as players are cool with that kind of change, they can play what they want!
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4 years ago ::
Jul 11, 2009 - 11:16AM
#7
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My policy has always been to allow anything and everything. I wouldn't play in a game where material was disallowed, either. As a player, I hate being told "no" -- the concept of "that's not in MY world" really irks me. I take it you DM a lot? Or, as a player, you bully your DM to get your way?
I understand some DMs don't like dragonborn (or race X, for reason Y), but seriously, is it that much of a problem to let a player play one? It might be. There might be a "stigma" on the Dragonborn race, which prevents them from being a viable race for the PCs. They might be considered evil or slaves in the world the DM has envisioned. Playing one might make things too difficult for the PC (or too easy, as the case may be.)
Since you are a player, you don't know what the DM has planned, so you can't really argue the case. You can ask the DM to bend the rules and the DM might do so, but if the DM says No, that's the DMs call, not yours.
Of course, when you DM, you can have any houserules you want (or none, as you indicated.) That's up to you.
Personally, I'd rather be told "no" right out front, than to be allowed to do something and then be told later that I have to change it because it breaks the game.
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4 years ago ::
Jul 11, 2009 - 11:26AM
#8
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Date Joined:
Jun 25, 2009
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I used to allow everything. Then I made the mistake of letting a PC be a warlock. Worst and biggest mistake I ever made as a DM. I've learned that sometimes, you have to ban stuff from the get go. If just for the sake of balance. Plus, I personally don't find it right to tell a player to go ahead and play as this, then later have to take it away from them just because they're unbalanced/broken.
My username should actually read: Lunar Savage (damn you WotC!) *Tips top hat, adjusts monocle, and walks away with cane* and yes, that IS Mr. Peanut laying unconscious on the curb. http://asylumjournals.tumblr.com/
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4 years ago ::
Jul 11, 2009 - 11:31AM
#9
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Date Joined:
Aug 13, 2007
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My policy has always been to allow anything and everything. I wouldn't play in a game where material was disallowed, either. if you are the dm, that's cool. however, expecting as a player to always get you way or go away, that seems kinda immature. a dm might have good reasons to not allow various stuff at his games, or even give you a premade character!
and well, those games are great fun as well - with the right dm it's always fun, even if you just play a lowly squire with no power at all.
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4 years ago ::
Jul 11, 2009 - 11:31AM
#10
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Date Joined:
Apr 14, 2007
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Personally, I'd rather be told "no" right out front, than to be allowed to do something and then be told later that I have to change it because it breaks the game. See I don't get why this happens. There is more then just "no" and things breaking down later. The Players and DM can discuss the setting, what elements it should embrace, what it shouldn't, what races, classes, etc. there should be, how they are viewed and what not. As such the Players and DM can usually come into an agreement on such things and so there is neither a direct "no" nor breaking down of things later.
I guess I don't get why it seems that discussion, compromise and group development of the setting seems to be not tried more often.
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