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Switch to Forum Live View DM Restrictions Yay or Nay?
6 months ago  ::  Dec 11, 2012 - 4:58AM #1
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,283

 I usually DM D&D all of the time and I very rarely get to play let alone play in a campaign. I am currently running my own game in a low magic world of sorts (compared to normal D&D). I couldn't publish said world due to multiple IP violations (FR, Eberron, Golarion, several 4th ed things borrowed) but anyway I sometimes do put restrictions in should I want to run a game.

Anyway my main restrictions which is almost universal.

1. No Samurai, Ninja, Wu Jen etc. Samurai= fighter, Ninja= Rogue (or multclass rogue), Wu-Jen= wizard. Restriction would go away in a Sppelljammer setting. There is no equivilent of China/Japan on my world.

 Current game of 3.XYZ rstrictions.

1. You cannot start as a primary spellcaster (Sorcerer being an exception) and you can only multiclass into them at level 3. Spell casters are rare and the Red Mantis assassins hunt them down and kill them. Artificers, Bards, Duskblades, Alchemists, Magus etc are fine. Restriction applies to classes with level 9 spells. The assassins are kind of like the Sith in Star Wars.

2. Divine casters are even more rare. in addition to restriction 1 they have to find a divine power source. The gods are dead/absent and the BBEG race (Serpent folk/Yuan Ti) can somehow cast divine spells.

3. Wealth by level guidelines are gone along with most item creation feats. One can't buy magic items easily apart from ones bards, alchemists etc can make.


 With the 2nd rule I told them that if they want to be a divine caster I will work it into the story (Luke becomes a Jedi after fidning Ben).

 Obviously I would not put something like this in a core rule book (expansion book/camapign setting sure).

 Where would one draw the line for the DM. At the end of the day they can do what they like but what in D&DN do you think counts as a restriction and is that restriction a good or bad one (PC's can't fly at level 1, PCs crafting magic items etc).
Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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6 months ago  ::  Dec 11, 2012 - 5:57AM #2
SteeleButterfly
Date Joined: Nov 19, 2007
Posts: 740
I don't mind the DM setting restrictions as long as it's not so restrictive that I can't find something interesting to play. Our three DMs have different worlds and different uses of our optional rules (we as a group put together our house rules), and in the extremely low-magic custom world (Paarl) mages are so rare that they're never adventurers. Mages MUST join the guild because only the guild teaches them to control the power in their head that otherwise drives them insane. And because it's so rare, magic is contained in a "matrix" that's incorporated into an item to make it magical.

As long as your players are content with what you set out, I don't see a problem.
In memory of wrecan and his Unearthed Wrecana.

5e should strongly stay away from "I don't like it, so you can't have it either."
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6 months ago  ::  Dec 11, 2012 - 6:01AM #3
Leichenreiter
Date Joined: Dec 3, 2007
Posts: 5,851
Being near-exclusively a DM, I am still ambivalent on the issue.

DM restrictions that fit the world are okay with me and my players, but if someone asks if he can play race X that is not currently in the setting, I'll definitely try to be accomodating.
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6 months ago  ::  Dec 11, 2012 - 6:19AM #4
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,520

Dec 11, 2012 -- 4:58AM, Zardnaar wrote:

At the end of the day they can do what they like but what in D&DN do you think counts as a restriction


YAY!  Restrictions may be options that are allowed beyond the core options also. Take races and classes in D&D Next for exemple, beyond dwarf/elf/halfling/human and cleric/fighter/rogue/wizard its a the DM's discretion wether they can be chosen or not. Some may allow all the races and classes, some may allow only few of them and some may allow no others. A campaign run in Dark Sun could have no Cleric or Paladin for exemple, a no magc world could have no spellcasters etc...

The same should go for certain alignments, magic items, feats and any other game elements. If a DM does not allow PC something in his campaign, its his choice and players wanting to play in his campaign should comply IMO. That is not to say that DM/Player cannot discuss it beforehand though but i am a firm believer that the DM has the right to run games without elements he don't want in.



Choose a Race: The most common playable races in the game are dwarves, elves, halflings, and humans. Other races might be available, at your Dungeon Master’s discretion. (Character Creation PDF pg. 01)


Choose a Class: The most common classes include the cleric, the fighter, the rogue, and the wizard.Other classes might be available, at your Dungeon Master’s discretion. (Character Creation PDF pg. 02)

Yan
Montréal, Canada
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6 months ago  ::  Dec 11, 2012 - 6:30AM #5
Diffan
Date Joined: Sep 19, 2006
Posts: 3,343
I'm fine with restrictions so long as there is a justifiable reason for them. Saying "no paladins because I don't like them" is not good enough. Saying "no paladins because their orders and faith has been nearly extinct for several centuries and the Gods are quiet" IS a good reason. Also, I do hope the majority of DMs are willing to work with players to come up with ideas as well.
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6 months ago  ::  Dec 11, 2012 - 6:33AM #6
VacantPsalm
Date Joined: May 4, 2011
Posts: 468

It really depends on the rule and why. A curious reason is the DM not understanding it and thus doesn't want to risk it breaking the game. This was a thing with 3.5 Psionics. I probably asked every time we rolled up characters for a new game and the answer was no 90% of the time. On one hand, a DM should feel comfortable dealing with the power the players have, yet again, is there no trust? :c

So even though that one made me want to explode my head all over their cereal to bloody up their breakfast, I can still see the other side of this issue. So it isn't as simple as a yay or nay.

What I think the Wilder Design Goals should be.
Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P

Homebrew Psionics blog posts archive:
Spoiler: Show

UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas.
Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.

Really old.
Nov/02/2012:
I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process.
Part 1, Hard rules/example soulknife discipline: Link.
Part 2, Basic ideas/goals on basic numbers and classes: Link.
Part 3, Direction/ideas I want to take with specific disciplines: Link.


:3
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6 months ago  ::  Dec 11, 2012 - 6:35AM #7
mellored
Date Joined: Jul 8, 2008
Posts: 19,468
Depends.

Saying "no, i don't wanna" is bad.
Saying "they don't fit in this campaign" is ok.
Saying "they don't fit in this campaign, how about if we modify..." is best, if not always possible.
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my builds Show

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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6 months ago  ::  Dec 11, 2012 - 6:40AM #8
Orzel
Date Joined: Aug 22, 2007
Posts: 3,212
I don't mind restrictions. The DM is entitled to them as long as he or she explain his or her setting, campaign, preferences, and playstyle before the game actually starts.

At my table, there are no sane playable dwarves. I inform players of that early and why that is the case.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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6 months ago  ::  Dec 11, 2012 - 6:44AM #9
Phobos
Date Joined: Dec 11, 2006
Posts: 1,417
I'm generally open on this.

I played an all dwarf adventure that was entertaining to say the least.  Some of the classes were not as suited for a dwarf, but nothing was broken as a result.  Our benefactor was a white dragon that lived in the forest and spent her time appearing as a beautiful brunette human sorceress.  Yes, seriously.

I have no issue with restrictions if they make sense, and do not hinder the "fun" of the game.
Browncoats Unite...
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6 months ago  ::  Dec 11, 2012 - 6:45AM #10
zago
Date Joined: Oct 23, 2012
Posts: 659
I agree. I always try to be accomodating, but at the same time all my players have my tastes for ceratin things. None of them would ever consider playing anything too alien in the first place. We do place heavy emphasis on role play and find it difficult to play things like thri-kreeen or dragonborne etc...

THe best charchters and games usually happen through restriction, I'vve just never had to enforce restriction because players self moderate. I.e. they want to fit in the world and the game. 
My mind is a deal-breaker.
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