[RPG] Why place limits on character creation (and how to decide which limits to place)

character-creationdnd-5epublished-adventures

Organized play currently limits players to PHB+1 (in a comment, @Molot posted a link to an in-depth history thereof, but basically you can use PHB and one other published source to make your character).

Obviously everyone's home campaign is different, but it seems like if there are balance reasons for limiting options during Adventurers League, those some reasons might well apply to a home game, especially one using published adventures. I understand that even in the AL there's been some push back; with calls to expand the rule to PHB+2 or even do away with it entirely.

What can I do to help figure out what (if any) restrictions to place for my home game? Are there known exploits from creating characters via a bunch of sources that PHB+1 prevents?

Are there Adventure Paths that are particularly suited or unsuited to characters from a certain book or subset of books? For example, I could see a Dragonborn being problematic in Tyranny of Dragons, or a Cleric in Curse of Strahd. Is there a list of restricted character options for each of the published adventure paths? Or even just suggested restrictions?

At the moment I'm specifically interested in Tyranny of Dragons, but it would be nice if the answer could address determining restrictions for any published adventure path.

Best Answer

I have often reduced the options available to my players in my D&D campaigns of every edition I've been playing, from 3e to 4e, and I am currently playing in a 5e game where I'm limited to the PHB only.

So, what am I trying to achieve when I impose these limitations? Well, it's several things and maybe not all at once.

  1. Inexperienced players might find it hard to build a character with all sources available. Especially in editions where all your material had to be taken from books, finding all the optimal pieces is hard. Reducing options makes it easier.
  2. At the same time, the previous point makes it easier to build a character that is on par with the character of the guy that just loves finding out wacky comboes across all manuals. Reducing options makes it fair.
  3. Since manuals are usually written by different people, the chances of some material interacting in unpredicted ways goes up wit the number of sources. Authors tend to build upon the common source, the core manuals, without really coordinating with each other. Reducing options reduces power.
  4. Sometimes, some material is just too OP on its own, or it doesn't fit the campaign's power level. Reducing options might be necessary to make the game playable.
  5. Some material might not fit with the theme of your game, for example I've only allowed core races plus tieflings for my adventure set in a town, and my dwarven-warband party won't be allowed to take swashbuckler levels (this was Pathfinder but I'm sure a 5e equivalent exists). Reducing options sometimes just helps drive the setting home.
Related Topic