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Switch to Forum Live View DM Restrictions Yay or Nay?
7 months ago  ::  Dec 11, 2012 - 6:52AM #11
mellored
Date Joined: Jul 8, 2008
Posts: 19,723

Dec 11, 2012 -- 6:45AM, zago wrote:

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...


IMO, playing a thri-kreen or warforged is much more fun because of the challenge.  Playing a human, or it's varients can easily get boring.

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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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7 months ago  ::  Dec 11, 2012 - 6:53AM #12
Quasadu
Date Joined: May 24, 2012
Posts: 376
I tend not to restrict based on what does or doesn't exist in the campaign setting - I usually run traditional style settings like Forgotten Realms, Mystara, and Greyhawk. In those world, almost everything in D&D probably exists in some form or other.

When I do implement restrictions on PC's  it's almost always because of the style of campaign I am looking to run. If I'm planning to run an urban campaign with lots of shady dealings with thieves guilds, secret societies, and political intrigue, I usually try to guide the players toward characters that will fit in such a style. In that example, I usually would say no paladins, and no highly lawful characters in general. If I'm looking to run a "knights in shining armor" type campaign then I will probably say no highly chaotic characters.

I almost always say no evil characters, unless I'm planning to run a campaign for villains (something I've always wanted to do but have had a hard time putting the right group together for it). 

I also like to run campaigns that are more old school in feel, so I usually do restrict races to traditional 1st and 2nd edition PHB races, and I do limit magic item creation.

I always, always make sure to make these things clear before people show up to play, so they have time to come up with characters they will enjoy. I also try to put out several options for campaign styles and find out which ones have the most interest among potential players before I decide. After all, I want to make sure that the players are involved and will enjoy the style of the campaign as much as I do.
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7 months ago  ::  Dec 11, 2012 - 7:15AM #13
zago
Date Joined: Oct 23, 2012
Posts: 660

Dec 11, 2012 -- 6:52AM, mellored wrote:

Dec 11, 2012 -- 6:45AM, zago wrote:

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...


IMO, playing a thri-kreen or warforged is much more fun because of the challenge.  Playing a human, or it's varients can easily get boring.




To each is own, I'm not saying any race is bad. I just personally really struggle with 'alien' races. It's easy for me to play a humanoid, because I am one. But an insect? I have tried and it makes me uncomfortable, pondering the intracacies of an insect mind. Especially one with genetic memeories. Even elves can be difficult to get into also, I mean hundreds of years old... but whimsical? I can do it, but I focus on one aspect. It's hard for me to play a 200 year old person, who is ...  young, so I just pick one aspect usually on the 'human' side. 

Most of the time I have players struggling to roleplay, its because they set their roleplay ambitions too high. Sometimes keeping it really easy  allows teh players to establish a much deeper character. How the players start to evolve the character generally defines the feel of the game, serious characters get gritty games. Funny or capricious charachters get wild adventures. 

Either way, I have no problems with people playing a race that exists in the world, if they are a new player I usually urge them to take on a more 'archetypical' charachter tho. 

My mind is a deal-breaker.
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7 months ago  ::  Dec 11, 2012 - 7:51AM #14
mexrage
Date Joined: Nov 30, 2010
Posts: 1,509
i have very few restriction as a DM for my players on the campaing i am running, one of them being a plotpoint (no shardmind, there is a plotpoint for this and it won't work if shardmind were playable characters, because they are basically extinct), the other restriction is preference (no monster race such as bugbear and no darksun weapons).  I also have a restriction on resurrection...a character can only being raised once during the entire campaing and the character must be resurrected within 24 hours from being dead
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7 months ago  ::  Dec 11, 2012 - 8:06AM #15
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,750

Dec 11, 2012 -- 6:30AM, Diffan wrote:

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.


Yes it is.
A DM can do whatever the hell he wants, for any damn reason.  The players can then individually choose whether or not to put up with it.

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7 months ago  ::  Dec 11, 2012 - 8:13AM #16
Orkbard
Date Joined: Mar 3, 2012
Posts: 508
I use restriction only to keep things a little simpler. Since I usually run 3.x games and there are a gazillion splatbooks, I make it clear what players can draw from. As long as restrictions are laid out from the get go, I have no problem, though I will ask why. I personally will accept "because I don't like something" as a reason.
There was one game where the DM decided to wipe out humans from the world, elves viewed them as an out of control plague. Now this was a good concept, with an explanation to it that was completely understandable.
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7 months ago  ::  Dec 11, 2012 - 8:47AM #17
Gwathir
Date Joined: Feb 9, 2012
Posts: 546
I think DM restrictions are necessary for the flavour of the Setting.

The problem is you will always have those players that want to be a Ninja/Monk/Samurai or just something freaky like a minotaur.

I can't stress this enough... Put your foot down, because those characters will ruin the flavour of your game, however, work with the player to come up with some sort of comprimise.


- - - -  -

Personally I think every Campaign Setting should have its own take on races, with indicated restrictions on classes plus some unique classes, feats and prestige classes.

I don't think a Setting should change to fit a class that just happens to be in the player's handbook... my biggest pet peeve is when 'western' settings try to fit in 'eastern' elements to it... it just doesn't work. Don't get me wrong, I love oriental settings, one of my best characters was a monk... I just don't think a ninja or samurai belong in Middle Earth.
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7 months ago  ::  Dec 11, 2012 - 8:58AM #18
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,862

Dec 11, 2012 -- 6:30AM, Diffan wrote:

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.




Why not?  Why should the DMs fun be sacrificed because you want to play a Paladin and he doesn't like them?

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.




It's a better reason, yes.  But what if the DM came up with that reason because he doesn't like paladins?

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7 months ago  ::  Dec 11, 2012 - 9:05AM #19
mellored
Date Joined: Jul 8, 2008
Posts: 19,723

Dec 11, 2012 -- 8:58AM, Maxperson wrote:

Dec 11, 2012 -- 6:30AM, Diffan wrote:

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.




Why not?  Why should the DMs fun be sacrificed because you want to play a Paladin and he doesn't like them?


If  the DM hates paladins and doesn't want them in his game.  And the player loves paladins and enjoys playing them.  Someone isn't going to have fun.

It's generally a better compromise for the DM to give up a little bit of his fun (he still has lot's of other things to do, and other players to play with), then the player giving up all his fun (he only has his character).

Assuming they just don't get new groups.

guides Show
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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7 months ago  ::  Dec 11, 2012 - 9:10AM #20
Tim_the_Enchanter68
Date Joined: May 6, 2007
Posts: 105
What are we all here waiting for?  A Ruleset, and a ruleset is made of restrictions.  You might think it exists to tell you what you can do but it deals just as much with what you can't.  Can you just run up to a goblin and say you hit & kill it without rolling any dice?  Nope.  Guess what, you are being restricted, and with good reason.  Furthermore when you play in a given DMs campaign his/her houserules are MORE important than what's in the book.  He can change/override whatever he wants to.  Of course it's still your decision whether to play in his game, but he made it and it is his game.  That's why this game has a DM.  It requires a referee, and for a referee to be effective he must have final authority within the confines of his campaign.  Now it must be said that it is possible for a DM to abuse his authority, but such DMs usually end up losing their players so it's still not a problem.
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