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<blockquote data-quote="ezo" data-source="post: 9235824" data-attributes="member: 7037866"><p>As a plus thread, please don't put down, dismiss, judge, etc. other peoples' view or comments. Thank you!</p><p></p><p>From the direction this thread (<a href="https://www.enworld.org/threads/we-would-hate-a-bg3-campaign.701844/" target="_blank">https://www.enworld.org/threads/we-would-hate-a-bg3-campaign.701844/</a>) took, I became curious about what things different a DM might modify or restrict when they run a game. I'm not talking about modifications or homebrew, but pure restrictions--NOT ALLOWED.</p><p></p><p>You can choose multiple options, and feel free to explain why you make the choices you make if you care to. If you think of a type of restriction I missed, let me know and I'll update the poll. Thanks.</p><p></p><p>I'll go first. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>BOOKS</strong></p><p><strong>Supplements</strong></p><ul> <li data-xf-list-type="ul">Tasha’s Cauldron of Everything</li> <li data-xf-list-type="ul">Fizban’s Treasury of Dragons</li> <li data-xf-list-type="ul">Monsters of the Multiverse</li> <li data-xf-list-type="ul">Bigby Presents: Glory of the Giants</li> <li data-xf-list-type="ul">The Book of Many Things</li> </ul><p><strong>Campaign Settings</strong></p><ul> <li data-xf-list-type="ul">Guildmasters’ Guide to Ravnica</li> <li data-xf-list-type="ul">Acquisitions Incorporated</li> <li data-xf-list-type="ul">Eberron: Rising from the Last War</li> <li data-xf-list-type="ul">Explorer’s Guide to Wildemount</li> <li data-xf-list-type="ul">Van Richten’s Guide to Ravenloft</li> <li data-xf-list-type="ul">Strixhaven: A Curriculum of Chaos</li> <li data-xf-list-type="ul">Spelljammer: Adventures in Space</li> <li data-xf-list-type="ul">Planescape: Adventures in the Multiverse</li> </ul><p><strong>Adventures</strong></p><ul> <li data-xf-list-type="ul">Stranger Things: The Hunt for Thessalhydra</li> <li data-xf-list-type="ul">Dungeons & Dragons vs Rick and Morty</li> <li data-xf-list-type="ul">Wild Beyond the Witchlight</li> <li data-xf-list-type="ul">Critical Role: Call of the Netherdeep</li> <li data-xf-list-type="ul">Journeys Through the Radiant Citadel</li> <li data-xf-list-type="ul">Dragonlance: Shadow of the Dragon Queen</li> <li data-xf-list-type="ul">Keys from the Golden Vault</li> </ul><p><strong>3PP MATERIAL</strong> - None allowed. I might homebrew something based on 3PP, but that's pretty rare.</p><p><strong>RACES</strong> - Only the "traditional" (dwarves, elves, halflings, gnomes, humans, half-elf, half-orc) are allowed.</p><p><strong>CLASSES </strong>- no Artificier</p><p><strong>SUBCLASSES </strong>- If the class and sourcebook are allowed, the subclass is allowed.</p><p><strong>FEATURES </strong>- As subclasses, if the class, etc. is allowed, the feature is allowed.</p><p><strong>MAGICAL ITEMS</strong> - Nothing too poweful (unique, legendary, artifacts) since my games run tier 2 generally.</p><p><strong>NON-MAGICAL ITEMS</strong> - GUNS! No guns. Guns don't belong in D&D for me. Sometimes no plate armor, which is campaign dependent.</p><p><strong>RULES </strong>- I play with a lot of rule modifications, but don't really restrict anything.</p></blockquote><p></p>
[QUOTE="ezo, post: 9235824, member: 7037866"] As a plus thread, please don't put down, dismiss, judge, etc. other peoples' view or comments. Thank you! From the direction this thread ([URL]https://www.enworld.org/threads/we-would-hate-a-bg3-campaign.701844/[/URL]) took, I became curious about what things different a DM might modify or restrict when they run a game. I'm not talking about modifications or homebrew, but pure restrictions--NOT ALLOWED. You can choose multiple options, and feel free to explain why you make the choices you make if you care to. If you think of a type of restriction I missed, let me know and I'll update the poll. Thanks. I'll go first. :) [B]BOOKS Supplements[/B] [LIST] [*]Tasha’s Cauldron of Everything [*]Fizban’s Treasury of Dragons [*]Monsters of the Multiverse [*]Bigby Presents: Glory of the Giants [*]The Book of Many Things [/LIST] [B]Campaign Settings[/B] [LIST] [*]Guildmasters’ Guide to Ravnica [*]Acquisitions Incorporated [*]Eberron: Rising from the Last War [*]Explorer’s Guide to Wildemount [*]Van Richten’s Guide to Ravenloft [*]Strixhaven: A Curriculum of Chaos [*]Spelljammer: Adventures in Space [*]Planescape: Adventures in the Multiverse [/LIST] [B]Adventures[/B] [LIST] [*]Stranger Things: The Hunt for Thessalhydra [*]Dungeons & Dragons vs Rick and Morty [*]Wild Beyond the Witchlight [*]Critical Role: Call of the Netherdeep [*]Journeys Through the Radiant Citadel [*]Dragonlance: Shadow of the Dragon Queen [*]Keys from the Golden Vault [/LIST] [B]3PP MATERIAL[/B] - None allowed. I might homebrew something based on 3PP, but that's pretty rare. [B]RACES[/B] - Only the "traditional" (dwarves, elves, halflings, gnomes, humans, half-elf, half-orc) are allowed. [B]CLASSES [/B]- no Artificier [B]SUBCLASSES [/B]- If the class and sourcebook are allowed, the subclass is allowed. [B]FEATURES [/B]- As subclasses, if the class, etc. is allowed, the feature is allowed. [B]MAGICAL ITEMS[/B] - Nothing too poweful (unique, legendary, artifacts) since my games run tier 2 generally. [B]NON-MAGICAL ITEMS[/B] - GUNS! No guns. Guns don't belong in D&D for me. Sometimes no plate armor, which is campaign dependent. [B]RULES [/B]- I play with a lot of rule modifications, but don't really restrict anything. [/QUOTE]
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