Does limiting the number of sources help simplify the game for a new DM with new and experienced players?












14












$begingroup$


I still consider myself pretty new as a GM. I have been running D&D 5e for about three years now (not regularly which is why I would say still newish). I am about to embark on a campaign with some people with varying degrees of experience with the game. This goes from having never played to people who play every week.



Because I am newish and some of the group have never played before, I am looking at only allowing the PHB and SCAG for character creation. I am anticipating the more veteran players will not enjoy this as they typically like to build their characters from all resources including unearthed arcana and sometimes homebrew.



Personally, I have access to all source materials (in book form between me and one of the other players we have them all). Everyone else has either the full PHB, or the free PDF on the wizards website.



My question is: does it sound reasonable to place these restriction on my game to help make things easier for all of us? Will it cause issues with the experienced players?



I don't want the newer players to be overwhelmed by all of the content and I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG). Having played with these veteran players before, I know that I cannot just leave it to them to understand their characters' mechanics. In the past, they have shown that they do not have a full grasp of the rules, which means I have to look everything up and ensure what they are attempting is even allowed (yes I know as GM I can allow or disallow anything, but I like to keep as close to the core rules as possible for consistency).



Will limiting the sources available help with this issue?










share|improve this question











$endgroup$












  • $begingroup$
    Note to answerers: remember as always that answers should be well-supported. Don't just say that it will or won't work: back it up. For example, elaborate on a time you did this as a DM or a new player and how it helped/didn't help you.
    $endgroup$
    – Rubiksmoose
    13 hours ago










  • $begingroup$
    Who are you trying to simplify the game for? If one player wants to use additional sources, it can potentially make things more complicated for that player, for other players, and/or for the DM (i.e. you). Which of these are you most worried about?
    $endgroup$
    – Ryan Thompson
    4 hours ago


















14












$begingroup$


I still consider myself pretty new as a GM. I have been running D&D 5e for about three years now (not regularly which is why I would say still newish). I am about to embark on a campaign with some people with varying degrees of experience with the game. This goes from having never played to people who play every week.



Because I am newish and some of the group have never played before, I am looking at only allowing the PHB and SCAG for character creation. I am anticipating the more veteran players will not enjoy this as they typically like to build their characters from all resources including unearthed arcana and sometimes homebrew.



Personally, I have access to all source materials (in book form between me and one of the other players we have them all). Everyone else has either the full PHB, or the free PDF on the wizards website.



My question is: does it sound reasonable to place these restriction on my game to help make things easier for all of us? Will it cause issues with the experienced players?



I don't want the newer players to be overwhelmed by all of the content and I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG). Having played with these veteran players before, I know that I cannot just leave it to them to understand their characters' mechanics. In the past, they have shown that they do not have a full grasp of the rules, which means I have to look everything up and ensure what they are attempting is even allowed (yes I know as GM I can allow or disallow anything, but I like to keep as close to the core rules as possible for consistency).



Will limiting the sources available help with this issue?










share|improve this question











$endgroup$












  • $begingroup$
    Note to answerers: remember as always that answers should be well-supported. Don't just say that it will or won't work: back it up. For example, elaborate on a time you did this as a DM or a new player and how it helped/didn't help you.
    $endgroup$
    – Rubiksmoose
    13 hours ago










  • $begingroup$
    Who are you trying to simplify the game for? If one player wants to use additional sources, it can potentially make things more complicated for that player, for other players, and/or for the DM (i.e. you). Which of these are you most worried about?
    $endgroup$
    – Ryan Thompson
    4 hours ago
















14












14








14





$begingroup$


I still consider myself pretty new as a GM. I have been running D&D 5e for about three years now (not regularly which is why I would say still newish). I am about to embark on a campaign with some people with varying degrees of experience with the game. This goes from having never played to people who play every week.



Because I am newish and some of the group have never played before, I am looking at only allowing the PHB and SCAG for character creation. I am anticipating the more veteran players will not enjoy this as they typically like to build their characters from all resources including unearthed arcana and sometimes homebrew.



Personally, I have access to all source materials (in book form between me and one of the other players we have them all). Everyone else has either the full PHB, or the free PDF on the wizards website.



My question is: does it sound reasonable to place these restriction on my game to help make things easier for all of us? Will it cause issues with the experienced players?



I don't want the newer players to be overwhelmed by all of the content and I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG). Having played with these veteran players before, I know that I cannot just leave it to them to understand their characters' mechanics. In the past, they have shown that they do not have a full grasp of the rules, which means I have to look everything up and ensure what they are attempting is even allowed (yes I know as GM I can allow or disallow anything, but I like to keep as close to the core rules as possible for consistency).



Will limiting the sources available help with this issue?










share|improve this question











$endgroup$




I still consider myself pretty new as a GM. I have been running D&D 5e for about three years now (not regularly which is why I would say still newish). I am about to embark on a campaign with some people with varying degrees of experience with the game. This goes from having never played to people who play every week.



Because I am newish and some of the group have never played before, I am looking at only allowing the PHB and SCAG for character creation. I am anticipating the more veteran players will not enjoy this as they typically like to build their characters from all resources including unearthed arcana and sometimes homebrew.



Personally, I have access to all source materials (in book form between me and one of the other players we have them all). Everyone else has either the full PHB, or the free PDF on the wizards website.



My question is: does it sound reasonable to place these restriction on my game to help make things easier for all of us? Will it cause issues with the experienced players?



I don't want the newer players to be overwhelmed by all of the content and I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG). Having played with these veteran players before, I know that I cannot just leave it to them to understand their characters' mechanics. In the past, they have shown that they do not have a full grasp of the rules, which means I have to look everything up and ensure what they are attempting is even allowed (yes I know as GM I can allow or disallow anything, but I like to keep as close to the core rules as possible for consistency).



Will limiting the sources available help with this issue?







dnd-5e gm-techniques new-players new-gm






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 12 hours ago









Rubiksmoose

55.3k9270416




55.3k9270416










asked 14 hours ago









SaggingRufusSaggingRufus

404415




404415












  • $begingroup$
    Note to answerers: remember as always that answers should be well-supported. Don't just say that it will or won't work: back it up. For example, elaborate on a time you did this as a DM or a new player and how it helped/didn't help you.
    $endgroup$
    – Rubiksmoose
    13 hours ago










  • $begingroup$
    Who are you trying to simplify the game for? If one player wants to use additional sources, it can potentially make things more complicated for that player, for other players, and/or for the DM (i.e. you). Which of these are you most worried about?
    $endgroup$
    – Ryan Thompson
    4 hours ago




















  • $begingroup$
    Note to answerers: remember as always that answers should be well-supported. Don't just say that it will or won't work: back it up. For example, elaborate on a time you did this as a DM or a new player and how it helped/didn't help you.
    $endgroup$
    – Rubiksmoose
    13 hours ago










  • $begingroup$
    Who are you trying to simplify the game for? If one player wants to use additional sources, it can potentially make things more complicated for that player, for other players, and/or for the DM (i.e. you). Which of these are you most worried about?
    $endgroup$
    – Ryan Thompson
    4 hours ago


















$begingroup$
Note to answerers: remember as always that answers should be well-supported. Don't just say that it will or won't work: back it up. For example, elaborate on a time you did this as a DM or a new player and how it helped/didn't help you.
$endgroup$
– Rubiksmoose
13 hours ago




$begingroup$
Note to answerers: remember as always that answers should be well-supported. Don't just say that it will or won't work: back it up. For example, elaborate on a time you did this as a DM or a new player and how it helped/didn't help you.
$endgroup$
– Rubiksmoose
13 hours ago












$begingroup$
Who are you trying to simplify the game for? If one player wants to use additional sources, it can potentially make things more complicated for that player, for other players, and/or for the DM (i.e. you). Which of these are you most worried about?
$endgroup$
– Ryan Thompson
4 hours ago






$begingroup$
Who are you trying to simplify the game for? If one player wants to use additional sources, it can potentially make things more complicated for that player, for other players, and/or for the DM (i.e. you). Which of these are you most worried about?
$endgroup$
– Ryan Thompson
4 hours ago












6 Answers
6






active

oldest

votes


















19












$begingroup$

The Restriction you're suggesting is a strict subset of the allowed rules in Adventurer's League Play



5th Edition Adventurer's League has a "PHB +1" rule for character creation, that requires that each character created for AL play be based only on materials found in




  • The Player's Handbook, or

  • One (1) additional officially published 5th Edition Sourcebook.


So your rule is a strict subset of that rule: of the officially published 5th Edition sourcebooks, you are only permitting Sword Coast Adventurer's Guide, for all characters. As such, while it's more restrictive than normal AL rules, it's definitely not absurd or unreasonable.



SCAG is probably a good pick for the restriction



Sword Coast Adventurer's Guide is unique compared to other Sourcebooks in that of the sourcebooks in the game, it focuses more on augmenting existing PHB material rather than providing whole new options wholecloth.



For example, unlike the other 5e sourcebooks, SCAG's only Racial options are variants on existing PHB races: Dwarves, Gnomes, Half-Elves, Halflings, and Tieflings



The only new spells SCAG offers are some (admittedly very powerful) melee-focused cantrips for Wizards, Warlocks, and Sorcerers



SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard. It also has two for Rogue and one for Sorcerer and one for Monk that were later reprinted in Xanathar's Guide to Everything.



And SCAG offers a fair number of new Background options, which were already customizable as-written in the PHB.



So if the goal is to keep character creation from getting overly complicated, limiting to the PHB and SCAG is a valid option.



Personal Experience: Allowing 5e sourcebooks, disallowing Unearthed Arcana or Homebrew, is pretty manageable for new players



The big "Expansion Sourcebook" in 5e is Xanathar's Guide to Everything, which contains multiple class archetypes for all of the 5th edition classes, has lots of new spells, has lots of new racial options, and also contains a lot of variant rules for DMs to use. So if you're worried about complexity, that's definitely the big one to watch out for; most of the other sourcebooks contain about as much player material as SCAG.



Having said that though, the options provided in Xanathar's (and the other 5th edition books) has been, in my experience, pretty manageable by players. The trick is assuring players that try to use any of these books that most of the material found in these books, even in Xanathar's, is flavor text that they don't need when creating their character (or at least they can ignore while they're trying to work out, mechanically, what they want to play). If you go through and enumerate/index each of the choices that are actually offered by each book, it'll make these choices easier for players.



That last point is important: it's a lot easier to figure out "what kind of Paladin do I want to be?" if you can choose from a specific list, i.e.




  • Devotion (Player's Handbook)

  • Ancients (Player's Handbook)

  • Vengeance (Player's Handbook)

  • Oathbreaker (Dungeon Master's Guide)

  • Conquest (Xanathar's Guide to Everything)

  • Redemption (Xanathar's Guide to Everything)

  • Crown (Sword Coast Adventurer's Guide)


As opposed to trying to search through each book for the specific sections that describe each of those archetypes. If you put together lists like this for each class/racial option, your players will be a lot less overwhelmed by the choices they're being offered.



The one risk is background or class options that clash with your campaign: Guildmasters' Guide to Ravnica, for example, offers some Background options that are extremely enticing (especially for spellcasters), but which probably won't mesh well with any non-Ravnica based campaign. Other books have similar restrictions; SCAG, for example, offers the Bladesinger class to Wizards, which normally is restricted to elves and half-elves only. There's nothing stopping you, as DM, from lifting that restriction (and indeed, the text as seen in SCAG literally suggests lifting that restriction to suit the campaign if needed) but this is one more example of how you might need to tweak things or set ad-hoc rules on what players are or are not allowed to take.



So it's up to you. PHB + SCAG is definitely a reasonable restriction, but most newer players won't be too overwhelmed by allowing the other 5th edition sourcebooks as well, just plan to index the contents of Xanathar's Guide to Everything if you do decide to allow it, to make picking options out of it a little easier.






share|improve this answer











$endgroup$









  • 1




    $begingroup$
    This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
    $endgroup$
    – Sdjz
    13 hours ago










  • $begingroup$
    "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
    $endgroup$
    – V2Blast
    12 hours ago










  • $begingroup$
    Fair point. I didn't check for things that show up in multiple books.
    $endgroup$
    – Xirema
    12 hours ago










  • $begingroup$
    Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
    $endgroup$
    – Rubiksmoose
    11 hours ago





















9












$begingroup$

Let's flip the script: think about allowing sources/options.



All the other answers (so far) are absolutely correct: limiting sources/options is pretty common. It's a way to try to simplify the game, to prevent disparities in PC "power," and to downplay players' system-mastery as a component of the game.



But I'd encourage you to think about another common way* to think about character options/resources: as an allowed list rather than as a banned list.



In short, to begin any (usually homebrew, though it can work with published materials, too) campaign I first sit and talk with the players about setting: how high- or low-tech? What's the social organization? How common is magic? Are gods present and visible? Stand-out heroics or everymen trying to grind against the Empire? &c. &c. &c.



We then use this to devise a list of races, classes and possibly even equipment that's allowable in the game. For example:




We've decided to play a game of elves vs. orcs; the elvish kingdom is a theocracy that thrives on the wooded foothill slopes of the orcish mountains.



PC races allowed: high elf, eladrin, wood elf. Maybe the firbolgs also live in these foothills, so we'll allow that, too. Aasimar, for some of the religious connection?



PC classes: let's make this an overbearing theocracy (we don't want to sympathize too much with one side, after all) so Paladins and Clerics are in, Fighters and Rangers, but they find Druids ("beasties") unnatural and hunt them to the edge of existence. Maybe Warlocks, too. Barbarians we'll leave to the orcs, and bards... ooh, maybe those are the Aasimar--angels are messengers, after all! Wizard or Sorcerer let's make a pick as a table--maybe Wizard because they train in religious schools and we've already got a charismatic caster.



So our character generation options are Firbolg, Aasimar, or 3 type of elf. Classes are Bard (Aasimar), Cleric, Fighter, Paladin, Ranger, Wizard (probably only some schools).




And right there we've got more than enough to flesh out a party, we've got choices consonant with the setting and theme we've chosen together, and we're off to the races.



(This example may not be great--I whipped it up in 3 minutes. Hopefully it's enough for you to see what the idea is.)



In a half-dozen campaigns where I've used this approach I really like the players helping to create the setting/tone, character possibilities flowing from those conversations, the fairly unified party "feel" that comes from a small set of choices, and (as a player) the challenge that comes from playing a character that I might not have thought of if I had the whole set of books open to me.





* - I do it this way, and I've read others advise people on the internet to do it this way, so I'll use those two datapoints to extrapolate all the way to "common."






share|improve this answer











$endgroup$





















    5












    $begingroup$

    The DM can place whatever limitations he/she deems fit.



    You can limit your rules to just the PHB if you so wish. You can limit the player's choices to just a handful or even one race or even limit the choices of classes.



    So long as your players are on board and the limitations fit a story or narrative it is justifiable



    As an example: The current main campaign I am running is much more segregated in the region the players have started in. Therefore, humans are the only race they were allowed to choose (except for one player that was allowed a gnome only because he gave me a convincing and plausible back story that fit). Elves are the primary antagonists and Dwarves are very far away. Classes were restricted based on the history of the region so Warlocks and Sorcerers would be persecuted, lynched or executed. They could choose them but I made it abundantly clear the ramifications if they did so. Wizards are "licensed" and watched closely and cannot inherit property nor own it directly (talking lands and titles here).



    These types of limitations are a two-edged sword for simplicity



    On the one hand you have fewer things to focus on (this makes focus on the story easier) but on the other you have to deal with players that want to explore certain options in other sources or even in the same source if you take it to the level that I did when building my new world. This sometimes causes push back - I know I have had some but now that they are learning more of the history of the region and the story involved they seem to have buy in.



    The main goal is for everyone to have fun and you should bring up any limitations or house rules to your players. I do this as suggestions at the start but my players all know that I have final say. I bring them up because we have all played long enough that I know that they may find potential pitfalls to house rules that I may think could help simplify or make things more plausible.






    share|improve this answer











    $endgroup$









    • 1




      $begingroup$
      Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
      $endgroup$
      – KorvinStarmast
      13 hours ago



















    2












    $begingroup$

    Yes: it is helpful for the GM and it helps the group to grow together



    Our first 5e group got together in 2014, before the PHB came out but after the basic rules had been published. Our DM was quite clear that there would be no feats until 4th level, no Variant Humans. There were few other restrictions, but even with his long experience with D&D reaching back to AD&D 1e, and his minimal participation in the play test, he was keen to make sure that we, as a group, did the crawl, walk, jog, run, sprint thing together. We all learned this edition of the game together as we went forward from 1st level into the adventuring world. I had not played D&D in over a decade - this incremental approach in getting back into the hobby made it a lot easier for me as a player. (Granted, I didn't make it easy on myself: I chose cleric, a spell caster, but it all worked out very well until Korvin died. grimace Rolled up a new character, and the Tempest Cleric was born...)



    Fold in new material incrementally



    When the Temple of Elemental Evil (free) supplement came out, our DM asked us to review the spells there and see if we were interested in any of them. He wanted to review them as well to make sure. This collaborative process is how my Tempest Domain Cleric ended up with the Thunderclap cantrip. (Not strictly a cleric cantrip, as presented ...). I gave up my Spare the Dying for that. We also agreed on a couple of later level spells that I could consider when I leveled up far enough. My brother's wizard got one spell from that supplement. (And I can't recall which one it was, IIRC an earth elemental one ...)



    The primary reason our DM gave was "less stuff for me to keep track of" from his PoV. It worked out very well.



    My brother did something similar as he began his campaign a few years later; limited character races available, limited deities (his own world), and "DM review of anything outside of PHB" before approval. He mostly approved stuff, but that it was always a collaborative effort went over very well. No surprises, no "gotcha" stuff.






    share|improve this answer











    $endgroup$





















      0












      $begingroup$

      Yes and yes



      You asked two questions that are different, one in your title, one in the body. In answer to the question in the title, would it make things simpler? Yes, fewer options does equal a more streamlined experience.




      My question is: does it sound reasonable to place these restriction on
      my game to help make things easier for all of us? Will it cause issues
      with the experienced players?




      This is entirely reasonable and not at all an uncommon restriction to place.



      I don't permit Unearthed Arcana myself. Adventurer's League has the 'PHB plus 1' rule that limits the number of supplements that can be used together. If your veteran players are going to give you trouble about it, then that's actually a sign of bigger issues than just their desire to play whatever they feel like.






      share|improve this answer











      $endgroup$









      • 1




        $begingroup$
        The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
        $endgroup$
        – Rubiksmoose
        13 hours ago










      • $begingroup$
        It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
        $endgroup$
        – Rubiksmoose
        13 hours ago










      • $begingroup$
        Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
        $endgroup$
        – MarkTO
        9 hours ago










      • $begingroup$
        oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
        $endgroup$
        – Rubiksmoose
        9 hours ago



















      -3












      $begingroup$

      As a Shadowrun 5 GM, I started without the extensions. Shadowrun 5 is already a game with a lot of rules and I didn't want to be overwhelmed with extensions.



      After some sessions, I played specific scenario for each extension. For example, I made a scenario where players found a crashed airplane containing many prototypes weapons and gears. The players used this stuff in a real battle just after against the people who wants their stuff back. This way we tested together the weapon/gear Shadowrun extension.






      share|improve this answer











      $endgroup$









      • 2




        $begingroup$
        And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
        $endgroup$
        – Rubiksmoose
        13 hours ago













      Your Answer





      StackExchange.ifUsing("editor", function () {
      return StackExchange.using("mathjaxEditing", function () {
      StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
      StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
      });
      });
      }, "mathjax-editing");

      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "122"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: false,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      noCode: true, onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });














      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f141333%2fdoes-limiting-the-number-of-sources-help-simplify-the-game-for-a-new-dm-with-new%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      6 Answers
      6






      active

      oldest

      votes








      6 Answers
      6






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      19












      $begingroup$

      The Restriction you're suggesting is a strict subset of the allowed rules in Adventurer's League Play



      5th Edition Adventurer's League has a "PHB +1" rule for character creation, that requires that each character created for AL play be based only on materials found in




      • The Player's Handbook, or

      • One (1) additional officially published 5th Edition Sourcebook.


      So your rule is a strict subset of that rule: of the officially published 5th Edition sourcebooks, you are only permitting Sword Coast Adventurer's Guide, for all characters. As such, while it's more restrictive than normal AL rules, it's definitely not absurd or unreasonable.



      SCAG is probably a good pick for the restriction



      Sword Coast Adventurer's Guide is unique compared to other Sourcebooks in that of the sourcebooks in the game, it focuses more on augmenting existing PHB material rather than providing whole new options wholecloth.



      For example, unlike the other 5e sourcebooks, SCAG's only Racial options are variants on existing PHB races: Dwarves, Gnomes, Half-Elves, Halflings, and Tieflings



      The only new spells SCAG offers are some (admittedly very powerful) melee-focused cantrips for Wizards, Warlocks, and Sorcerers



      SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard. It also has two for Rogue and one for Sorcerer and one for Monk that were later reprinted in Xanathar's Guide to Everything.



      And SCAG offers a fair number of new Background options, which were already customizable as-written in the PHB.



      So if the goal is to keep character creation from getting overly complicated, limiting to the PHB and SCAG is a valid option.



      Personal Experience: Allowing 5e sourcebooks, disallowing Unearthed Arcana or Homebrew, is pretty manageable for new players



      The big "Expansion Sourcebook" in 5e is Xanathar's Guide to Everything, which contains multiple class archetypes for all of the 5th edition classes, has lots of new spells, has lots of new racial options, and also contains a lot of variant rules for DMs to use. So if you're worried about complexity, that's definitely the big one to watch out for; most of the other sourcebooks contain about as much player material as SCAG.



      Having said that though, the options provided in Xanathar's (and the other 5th edition books) has been, in my experience, pretty manageable by players. The trick is assuring players that try to use any of these books that most of the material found in these books, even in Xanathar's, is flavor text that they don't need when creating their character (or at least they can ignore while they're trying to work out, mechanically, what they want to play). If you go through and enumerate/index each of the choices that are actually offered by each book, it'll make these choices easier for players.



      That last point is important: it's a lot easier to figure out "what kind of Paladin do I want to be?" if you can choose from a specific list, i.e.




      • Devotion (Player's Handbook)

      • Ancients (Player's Handbook)

      • Vengeance (Player's Handbook)

      • Oathbreaker (Dungeon Master's Guide)

      • Conquest (Xanathar's Guide to Everything)

      • Redemption (Xanathar's Guide to Everything)

      • Crown (Sword Coast Adventurer's Guide)


      As opposed to trying to search through each book for the specific sections that describe each of those archetypes. If you put together lists like this for each class/racial option, your players will be a lot less overwhelmed by the choices they're being offered.



      The one risk is background or class options that clash with your campaign: Guildmasters' Guide to Ravnica, for example, offers some Background options that are extremely enticing (especially for spellcasters), but which probably won't mesh well with any non-Ravnica based campaign. Other books have similar restrictions; SCAG, for example, offers the Bladesinger class to Wizards, which normally is restricted to elves and half-elves only. There's nothing stopping you, as DM, from lifting that restriction (and indeed, the text as seen in SCAG literally suggests lifting that restriction to suit the campaign if needed) but this is one more example of how you might need to tweak things or set ad-hoc rules on what players are or are not allowed to take.



      So it's up to you. PHB + SCAG is definitely a reasonable restriction, but most newer players won't be too overwhelmed by allowing the other 5th edition sourcebooks as well, just plan to index the contents of Xanathar's Guide to Everything if you do decide to allow it, to make picking options out of it a little easier.






      share|improve this answer











      $endgroup$









      • 1




        $begingroup$
        This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
        $endgroup$
        – Sdjz
        13 hours ago










      • $begingroup$
        "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
        $endgroup$
        – V2Blast
        12 hours ago










      • $begingroup$
        Fair point. I didn't check for things that show up in multiple books.
        $endgroup$
        – Xirema
        12 hours ago










      • $begingroup$
        Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
        $endgroup$
        – Rubiksmoose
        11 hours ago


















      19












      $begingroup$

      The Restriction you're suggesting is a strict subset of the allowed rules in Adventurer's League Play



      5th Edition Adventurer's League has a "PHB +1" rule for character creation, that requires that each character created for AL play be based only on materials found in




      • The Player's Handbook, or

      • One (1) additional officially published 5th Edition Sourcebook.


      So your rule is a strict subset of that rule: of the officially published 5th Edition sourcebooks, you are only permitting Sword Coast Adventurer's Guide, for all characters. As such, while it's more restrictive than normal AL rules, it's definitely not absurd or unreasonable.



      SCAG is probably a good pick for the restriction



      Sword Coast Adventurer's Guide is unique compared to other Sourcebooks in that of the sourcebooks in the game, it focuses more on augmenting existing PHB material rather than providing whole new options wholecloth.



      For example, unlike the other 5e sourcebooks, SCAG's only Racial options are variants on existing PHB races: Dwarves, Gnomes, Half-Elves, Halflings, and Tieflings



      The only new spells SCAG offers are some (admittedly very powerful) melee-focused cantrips for Wizards, Warlocks, and Sorcerers



      SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard. It also has two for Rogue and one for Sorcerer and one for Monk that were later reprinted in Xanathar's Guide to Everything.



      And SCAG offers a fair number of new Background options, which were already customizable as-written in the PHB.



      So if the goal is to keep character creation from getting overly complicated, limiting to the PHB and SCAG is a valid option.



      Personal Experience: Allowing 5e sourcebooks, disallowing Unearthed Arcana or Homebrew, is pretty manageable for new players



      The big "Expansion Sourcebook" in 5e is Xanathar's Guide to Everything, which contains multiple class archetypes for all of the 5th edition classes, has lots of new spells, has lots of new racial options, and also contains a lot of variant rules for DMs to use. So if you're worried about complexity, that's definitely the big one to watch out for; most of the other sourcebooks contain about as much player material as SCAG.



      Having said that though, the options provided in Xanathar's (and the other 5th edition books) has been, in my experience, pretty manageable by players. The trick is assuring players that try to use any of these books that most of the material found in these books, even in Xanathar's, is flavor text that they don't need when creating their character (or at least they can ignore while they're trying to work out, mechanically, what they want to play). If you go through and enumerate/index each of the choices that are actually offered by each book, it'll make these choices easier for players.



      That last point is important: it's a lot easier to figure out "what kind of Paladin do I want to be?" if you can choose from a specific list, i.e.




      • Devotion (Player's Handbook)

      • Ancients (Player's Handbook)

      • Vengeance (Player's Handbook)

      • Oathbreaker (Dungeon Master's Guide)

      • Conquest (Xanathar's Guide to Everything)

      • Redemption (Xanathar's Guide to Everything)

      • Crown (Sword Coast Adventurer's Guide)


      As opposed to trying to search through each book for the specific sections that describe each of those archetypes. If you put together lists like this for each class/racial option, your players will be a lot less overwhelmed by the choices they're being offered.



      The one risk is background or class options that clash with your campaign: Guildmasters' Guide to Ravnica, for example, offers some Background options that are extremely enticing (especially for spellcasters), but which probably won't mesh well with any non-Ravnica based campaign. Other books have similar restrictions; SCAG, for example, offers the Bladesinger class to Wizards, which normally is restricted to elves and half-elves only. There's nothing stopping you, as DM, from lifting that restriction (and indeed, the text as seen in SCAG literally suggests lifting that restriction to suit the campaign if needed) but this is one more example of how you might need to tweak things or set ad-hoc rules on what players are or are not allowed to take.



      So it's up to you. PHB + SCAG is definitely a reasonable restriction, but most newer players won't be too overwhelmed by allowing the other 5th edition sourcebooks as well, just plan to index the contents of Xanathar's Guide to Everything if you do decide to allow it, to make picking options out of it a little easier.






      share|improve this answer











      $endgroup$









      • 1




        $begingroup$
        This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
        $endgroup$
        – Sdjz
        13 hours ago










      • $begingroup$
        "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
        $endgroup$
        – V2Blast
        12 hours ago










      • $begingroup$
        Fair point. I didn't check for things that show up in multiple books.
        $endgroup$
        – Xirema
        12 hours ago










      • $begingroup$
        Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
        $endgroup$
        – Rubiksmoose
        11 hours ago
















      19












      19








      19





      $begingroup$

      The Restriction you're suggesting is a strict subset of the allowed rules in Adventurer's League Play



      5th Edition Adventurer's League has a "PHB +1" rule for character creation, that requires that each character created for AL play be based only on materials found in




      • The Player's Handbook, or

      • One (1) additional officially published 5th Edition Sourcebook.


      So your rule is a strict subset of that rule: of the officially published 5th Edition sourcebooks, you are only permitting Sword Coast Adventurer's Guide, for all characters. As such, while it's more restrictive than normal AL rules, it's definitely not absurd or unreasonable.



      SCAG is probably a good pick for the restriction



      Sword Coast Adventurer's Guide is unique compared to other Sourcebooks in that of the sourcebooks in the game, it focuses more on augmenting existing PHB material rather than providing whole new options wholecloth.



      For example, unlike the other 5e sourcebooks, SCAG's only Racial options are variants on existing PHB races: Dwarves, Gnomes, Half-Elves, Halflings, and Tieflings



      The only new spells SCAG offers are some (admittedly very powerful) melee-focused cantrips for Wizards, Warlocks, and Sorcerers



      SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard. It also has two for Rogue and one for Sorcerer and one for Monk that were later reprinted in Xanathar's Guide to Everything.



      And SCAG offers a fair number of new Background options, which were already customizable as-written in the PHB.



      So if the goal is to keep character creation from getting overly complicated, limiting to the PHB and SCAG is a valid option.



      Personal Experience: Allowing 5e sourcebooks, disallowing Unearthed Arcana or Homebrew, is pretty manageable for new players



      The big "Expansion Sourcebook" in 5e is Xanathar's Guide to Everything, which contains multiple class archetypes for all of the 5th edition classes, has lots of new spells, has lots of new racial options, and also contains a lot of variant rules for DMs to use. So if you're worried about complexity, that's definitely the big one to watch out for; most of the other sourcebooks contain about as much player material as SCAG.



      Having said that though, the options provided in Xanathar's (and the other 5th edition books) has been, in my experience, pretty manageable by players. The trick is assuring players that try to use any of these books that most of the material found in these books, even in Xanathar's, is flavor text that they don't need when creating their character (or at least they can ignore while they're trying to work out, mechanically, what they want to play). If you go through and enumerate/index each of the choices that are actually offered by each book, it'll make these choices easier for players.



      That last point is important: it's a lot easier to figure out "what kind of Paladin do I want to be?" if you can choose from a specific list, i.e.




      • Devotion (Player's Handbook)

      • Ancients (Player's Handbook)

      • Vengeance (Player's Handbook)

      • Oathbreaker (Dungeon Master's Guide)

      • Conquest (Xanathar's Guide to Everything)

      • Redemption (Xanathar's Guide to Everything)

      • Crown (Sword Coast Adventurer's Guide)


      As opposed to trying to search through each book for the specific sections that describe each of those archetypes. If you put together lists like this for each class/racial option, your players will be a lot less overwhelmed by the choices they're being offered.



      The one risk is background or class options that clash with your campaign: Guildmasters' Guide to Ravnica, for example, offers some Background options that are extremely enticing (especially for spellcasters), but which probably won't mesh well with any non-Ravnica based campaign. Other books have similar restrictions; SCAG, for example, offers the Bladesinger class to Wizards, which normally is restricted to elves and half-elves only. There's nothing stopping you, as DM, from lifting that restriction (and indeed, the text as seen in SCAG literally suggests lifting that restriction to suit the campaign if needed) but this is one more example of how you might need to tweak things or set ad-hoc rules on what players are or are not allowed to take.



      So it's up to you. PHB + SCAG is definitely a reasonable restriction, but most newer players won't be too overwhelmed by allowing the other 5th edition sourcebooks as well, just plan to index the contents of Xanathar's Guide to Everything if you do decide to allow it, to make picking options out of it a little easier.






      share|improve this answer











      $endgroup$



      The Restriction you're suggesting is a strict subset of the allowed rules in Adventurer's League Play



      5th Edition Adventurer's League has a "PHB +1" rule for character creation, that requires that each character created for AL play be based only on materials found in




      • The Player's Handbook, or

      • One (1) additional officially published 5th Edition Sourcebook.


      So your rule is a strict subset of that rule: of the officially published 5th Edition sourcebooks, you are only permitting Sword Coast Adventurer's Guide, for all characters. As such, while it's more restrictive than normal AL rules, it's definitely not absurd or unreasonable.



      SCAG is probably a good pick for the restriction



      Sword Coast Adventurer's Guide is unique compared to other Sourcebooks in that of the sourcebooks in the game, it focuses more on augmenting existing PHB material rather than providing whole new options wholecloth.



      For example, unlike the other 5e sourcebooks, SCAG's only Racial options are variants on existing PHB races: Dwarves, Gnomes, Half-Elves, Halflings, and Tieflings



      The only new spells SCAG offers are some (admittedly very powerful) melee-focused cantrips for Wizards, Warlocks, and Sorcerers



      SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard. It also has two for Rogue and one for Sorcerer and one for Monk that were later reprinted in Xanathar's Guide to Everything.



      And SCAG offers a fair number of new Background options, which were already customizable as-written in the PHB.



      So if the goal is to keep character creation from getting overly complicated, limiting to the PHB and SCAG is a valid option.



      Personal Experience: Allowing 5e sourcebooks, disallowing Unearthed Arcana or Homebrew, is pretty manageable for new players



      The big "Expansion Sourcebook" in 5e is Xanathar's Guide to Everything, which contains multiple class archetypes for all of the 5th edition classes, has lots of new spells, has lots of new racial options, and also contains a lot of variant rules for DMs to use. So if you're worried about complexity, that's definitely the big one to watch out for; most of the other sourcebooks contain about as much player material as SCAG.



      Having said that though, the options provided in Xanathar's (and the other 5th edition books) has been, in my experience, pretty manageable by players. The trick is assuring players that try to use any of these books that most of the material found in these books, even in Xanathar's, is flavor text that they don't need when creating their character (or at least they can ignore while they're trying to work out, mechanically, what they want to play). If you go through and enumerate/index each of the choices that are actually offered by each book, it'll make these choices easier for players.



      That last point is important: it's a lot easier to figure out "what kind of Paladin do I want to be?" if you can choose from a specific list, i.e.




      • Devotion (Player's Handbook)

      • Ancients (Player's Handbook)

      • Vengeance (Player's Handbook)

      • Oathbreaker (Dungeon Master's Guide)

      • Conquest (Xanathar's Guide to Everything)

      • Redemption (Xanathar's Guide to Everything)

      • Crown (Sword Coast Adventurer's Guide)


      As opposed to trying to search through each book for the specific sections that describe each of those archetypes. If you put together lists like this for each class/racial option, your players will be a lot less overwhelmed by the choices they're being offered.



      The one risk is background or class options that clash with your campaign: Guildmasters' Guide to Ravnica, for example, offers some Background options that are extremely enticing (especially for spellcasters), but which probably won't mesh well with any non-Ravnica based campaign. Other books have similar restrictions; SCAG, for example, offers the Bladesinger class to Wizards, which normally is restricted to elves and half-elves only. There's nothing stopping you, as DM, from lifting that restriction (and indeed, the text as seen in SCAG literally suggests lifting that restriction to suit the campaign if needed) but this is one more example of how you might need to tweak things or set ad-hoc rules on what players are or are not allowed to take.



      So it's up to you. PHB + SCAG is definitely a reasonable restriction, but most newer players won't be too overwhelmed by allowing the other 5th edition sourcebooks as well, just plan to index the contents of Xanathar's Guide to Everything if you do decide to allow it, to make picking options out of it a little easier.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 11 hours ago

























      answered 13 hours ago









      XiremaXirema

      19.2k253113




      19.2k253113








      • 1




        $begingroup$
        This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
        $endgroup$
        – Sdjz
        13 hours ago










      • $begingroup$
        "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
        $endgroup$
        – V2Blast
        12 hours ago










      • $begingroup$
        Fair point. I didn't check for things that show up in multiple books.
        $endgroup$
        – Xirema
        12 hours ago










      • $begingroup$
        Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
        $endgroup$
        – Rubiksmoose
        11 hours ago
















      • 1




        $begingroup$
        This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
        $endgroup$
        – Sdjz
        13 hours ago










      • $begingroup$
        "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
        $endgroup$
        – V2Blast
        12 hours ago










      • $begingroup$
        Fair point. I didn't check for things that show up in multiple books.
        $endgroup$
        – Xirema
        12 hours ago










      • $begingroup$
        Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
        $endgroup$
        – Rubiksmoose
        11 hours ago










      1




      1




      $begingroup$
      This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
      $endgroup$
      – Sdjz
      13 hours ago




      $begingroup$
      This is a good answer and I do like the thorough explanation of existing books. I do feel that you could also address OP's concern with their own keeping track of all the player's options as the DM since they mention concern in that area: " I don't want to be looking things up all of time (as I am not overly familiar with expansions outside of SCAG)."
      $endgroup$
      – Sdjz
      13 hours ago












      $begingroup$
      "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
      $endgroup$
      – V2Blast
      12 hours ago




      $begingroup$
      "SCAG only introduces a small number of additional class archetypes, one each, for Barbarian, Cleric, Fighter, Monk, Paladin, Warlock, and Wizard." - SCAG does include 2 new rogue subclasses, at the least: Mastermind and Swashbuckler (both were later reprinted in Xanathar's). I suspect the same might be true for other classes as well.
      $endgroup$
      – V2Blast
      12 hours ago












      $begingroup$
      Fair point. I didn't check for things that show up in multiple books.
      $endgroup$
      – Xirema
      12 hours ago




      $begingroup$
      Fair point. I didn't check for things that show up in multiple books.
      $endgroup$
      – Xirema
      12 hours ago












      $begingroup$
      Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
      $endgroup$
      – Rubiksmoose
      11 hours ago






      $begingroup$
      Something to maybe consider about PHB+1 is that it is a per player restriction. That means that each player gets PHB+1 other source but the players can all choose different sources (meaning the DM at the very least still has to deal with many different sources potentially). Restricting all players to one source is a substantively different thing that might be worth pointing out. Very good answer!
      $endgroup$
      – Rubiksmoose
      11 hours ago















      9












      $begingroup$

      Let's flip the script: think about allowing sources/options.



      All the other answers (so far) are absolutely correct: limiting sources/options is pretty common. It's a way to try to simplify the game, to prevent disparities in PC "power," and to downplay players' system-mastery as a component of the game.



      But I'd encourage you to think about another common way* to think about character options/resources: as an allowed list rather than as a banned list.



      In short, to begin any (usually homebrew, though it can work with published materials, too) campaign I first sit and talk with the players about setting: how high- or low-tech? What's the social organization? How common is magic? Are gods present and visible? Stand-out heroics or everymen trying to grind against the Empire? &c. &c. &c.



      We then use this to devise a list of races, classes and possibly even equipment that's allowable in the game. For example:




      We've decided to play a game of elves vs. orcs; the elvish kingdom is a theocracy that thrives on the wooded foothill slopes of the orcish mountains.



      PC races allowed: high elf, eladrin, wood elf. Maybe the firbolgs also live in these foothills, so we'll allow that, too. Aasimar, for some of the religious connection?



      PC classes: let's make this an overbearing theocracy (we don't want to sympathize too much with one side, after all) so Paladins and Clerics are in, Fighters and Rangers, but they find Druids ("beasties") unnatural and hunt them to the edge of existence. Maybe Warlocks, too. Barbarians we'll leave to the orcs, and bards... ooh, maybe those are the Aasimar--angels are messengers, after all! Wizard or Sorcerer let's make a pick as a table--maybe Wizard because they train in religious schools and we've already got a charismatic caster.



      So our character generation options are Firbolg, Aasimar, or 3 type of elf. Classes are Bard (Aasimar), Cleric, Fighter, Paladin, Ranger, Wizard (probably only some schools).




      And right there we've got more than enough to flesh out a party, we've got choices consonant with the setting and theme we've chosen together, and we're off to the races.



      (This example may not be great--I whipped it up in 3 minutes. Hopefully it's enough for you to see what the idea is.)



      In a half-dozen campaigns where I've used this approach I really like the players helping to create the setting/tone, character possibilities flowing from those conversations, the fairly unified party "feel" that comes from a small set of choices, and (as a player) the challenge that comes from playing a character that I might not have thought of if I had the whole set of books open to me.





      * - I do it this way, and I've read others advise people on the internet to do it this way, so I'll use those two datapoints to extrapolate all the way to "common."






      share|improve this answer











      $endgroup$


















        9












        $begingroup$

        Let's flip the script: think about allowing sources/options.



        All the other answers (so far) are absolutely correct: limiting sources/options is pretty common. It's a way to try to simplify the game, to prevent disparities in PC "power," and to downplay players' system-mastery as a component of the game.



        But I'd encourage you to think about another common way* to think about character options/resources: as an allowed list rather than as a banned list.



        In short, to begin any (usually homebrew, though it can work with published materials, too) campaign I first sit and talk with the players about setting: how high- or low-tech? What's the social organization? How common is magic? Are gods present and visible? Stand-out heroics or everymen trying to grind against the Empire? &c. &c. &c.



        We then use this to devise a list of races, classes and possibly even equipment that's allowable in the game. For example:




        We've decided to play a game of elves vs. orcs; the elvish kingdom is a theocracy that thrives on the wooded foothill slopes of the orcish mountains.



        PC races allowed: high elf, eladrin, wood elf. Maybe the firbolgs also live in these foothills, so we'll allow that, too. Aasimar, for some of the religious connection?



        PC classes: let's make this an overbearing theocracy (we don't want to sympathize too much with one side, after all) so Paladins and Clerics are in, Fighters and Rangers, but they find Druids ("beasties") unnatural and hunt them to the edge of existence. Maybe Warlocks, too. Barbarians we'll leave to the orcs, and bards... ooh, maybe those are the Aasimar--angels are messengers, after all! Wizard or Sorcerer let's make a pick as a table--maybe Wizard because they train in religious schools and we've already got a charismatic caster.



        So our character generation options are Firbolg, Aasimar, or 3 type of elf. Classes are Bard (Aasimar), Cleric, Fighter, Paladin, Ranger, Wizard (probably only some schools).




        And right there we've got more than enough to flesh out a party, we've got choices consonant with the setting and theme we've chosen together, and we're off to the races.



        (This example may not be great--I whipped it up in 3 minutes. Hopefully it's enough for you to see what the idea is.)



        In a half-dozen campaigns where I've used this approach I really like the players helping to create the setting/tone, character possibilities flowing from those conversations, the fairly unified party "feel" that comes from a small set of choices, and (as a player) the challenge that comes from playing a character that I might not have thought of if I had the whole set of books open to me.





        * - I do it this way, and I've read others advise people on the internet to do it this way, so I'll use those two datapoints to extrapolate all the way to "common."






        share|improve this answer











        $endgroup$
















          9












          9








          9





          $begingroup$

          Let's flip the script: think about allowing sources/options.



          All the other answers (so far) are absolutely correct: limiting sources/options is pretty common. It's a way to try to simplify the game, to prevent disparities in PC "power," and to downplay players' system-mastery as a component of the game.



          But I'd encourage you to think about another common way* to think about character options/resources: as an allowed list rather than as a banned list.



          In short, to begin any (usually homebrew, though it can work with published materials, too) campaign I first sit and talk with the players about setting: how high- or low-tech? What's the social organization? How common is magic? Are gods present and visible? Stand-out heroics or everymen trying to grind against the Empire? &c. &c. &c.



          We then use this to devise a list of races, classes and possibly even equipment that's allowable in the game. For example:




          We've decided to play a game of elves vs. orcs; the elvish kingdom is a theocracy that thrives on the wooded foothill slopes of the orcish mountains.



          PC races allowed: high elf, eladrin, wood elf. Maybe the firbolgs also live in these foothills, so we'll allow that, too. Aasimar, for some of the religious connection?



          PC classes: let's make this an overbearing theocracy (we don't want to sympathize too much with one side, after all) so Paladins and Clerics are in, Fighters and Rangers, but they find Druids ("beasties") unnatural and hunt them to the edge of existence. Maybe Warlocks, too. Barbarians we'll leave to the orcs, and bards... ooh, maybe those are the Aasimar--angels are messengers, after all! Wizard or Sorcerer let's make a pick as a table--maybe Wizard because they train in religious schools and we've already got a charismatic caster.



          So our character generation options are Firbolg, Aasimar, or 3 type of elf. Classes are Bard (Aasimar), Cleric, Fighter, Paladin, Ranger, Wizard (probably only some schools).




          And right there we've got more than enough to flesh out a party, we've got choices consonant with the setting and theme we've chosen together, and we're off to the races.



          (This example may not be great--I whipped it up in 3 minutes. Hopefully it's enough for you to see what the idea is.)



          In a half-dozen campaigns where I've used this approach I really like the players helping to create the setting/tone, character possibilities flowing from those conversations, the fairly unified party "feel" that comes from a small set of choices, and (as a player) the challenge that comes from playing a character that I might not have thought of if I had the whole set of books open to me.





          * - I do it this way, and I've read others advise people on the internet to do it this way, so I'll use those two datapoints to extrapolate all the way to "common."






          share|improve this answer











          $endgroup$



          Let's flip the script: think about allowing sources/options.



          All the other answers (so far) are absolutely correct: limiting sources/options is pretty common. It's a way to try to simplify the game, to prevent disparities in PC "power," and to downplay players' system-mastery as a component of the game.



          But I'd encourage you to think about another common way* to think about character options/resources: as an allowed list rather than as a banned list.



          In short, to begin any (usually homebrew, though it can work with published materials, too) campaign I first sit and talk with the players about setting: how high- or low-tech? What's the social organization? How common is magic? Are gods present and visible? Stand-out heroics or everymen trying to grind against the Empire? &c. &c. &c.



          We then use this to devise a list of races, classes and possibly even equipment that's allowable in the game. For example:




          We've decided to play a game of elves vs. orcs; the elvish kingdom is a theocracy that thrives on the wooded foothill slopes of the orcish mountains.



          PC races allowed: high elf, eladrin, wood elf. Maybe the firbolgs also live in these foothills, so we'll allow that, too. Aasimar, for some of the religious connection?



          PC classes: let's make this an overbearing theocracy (we don't want to sympathize too much with one side, after all) so Paladins and Clerics are in, Fighters and Rangers, but they find Druids ("beasties") unnatural and hunt them to the edge of existence. Maybe Warlocks, too. Barbarians we'll leave to the orcs, and bards... ooh, maybe those are the Aasimar--angels are messengers, after all! Wizard or Sorcerer let's make a pick as a table--maybe Wizard because they train in religious schools and we've already got a charismatic caster.



          So our character generation options are Firbolg, Aasimar, or 3 type of elf. Classes are Bard (Aasimar), Cleric, Fighter, Paladin, Ranger, Wizard (probably only some schools).




          And right there we've got more than enough to flesh out a party, we've got choices consonant with the setting and theme we've chosen together, and we're off to the races.



          (This example may not be great--I whipped it up in 3 minutes. Hopefully it's enough for you to see what the idea is.)



          In a half-dozen campaigns where I've used this approach I really like the players helping to create the setting/tone, character possibilities flowing from those conversations, the fairly unified party "feel" that comes from a small set of choices, and (as a player) the challenge that comes from playing a character that I might not have thought of if I had the whole set of books open to me.





          * - I do it this way, and I've read others advise people on the internet to do it this way, so I'll use those two datapoints to extrapolate all the way to "common."







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 6 hours ago

























          answered 11 hours ago









          nitsua60nitsua60

          74.8k13308429




          74.8k13308429























              5












              $begingroup$

              The DM can place whatever limitations he/she deems fit.



              You can limit your rules to just the PHB if you so wish. You can limit the player's choices to just a handful or even one race or even limit the choices of classes.



              So long as your players are on board and the limitations fit a story or narrative it is justifiable



              As an example: The current main campaign I am running is much more segregated in the region the players have started in. Therefore, humans are the only race they were allowed to choose (except for one player that was allowed a gnome only because he gave me a convincing and plausible back story that fit). Elves are the primary antagonists and Dwarves are very far away. Classes were restricted based on the history of the region so Warlocks and Sorcerers would be persecuted, lynched or executed. They could choose them but I made it abundantly clear the ramifications if they did so. Wizards are "licensed" and watched closely and cannot inherit property nor own it directly (talking lands and titles here).



              These types of limitations are a two-edged sword for simplicity



              On the one hand you have fewer things to focus on (this makes focus on the story easier) but on the other you have to deal with players that want to explore certain options in other sources or even in the same source if you take it to the level that I did when building my new world. This sometimes causes push back - I know I have had some but now that they are learning more of the history of the region and the story involved they seem to have buy in.



              The main goal is for everyone to have fun and you should bring up any limitations or house rules to your players. I do this as suggestions at the start but my players all know that I have final say. I bring them up because we have all played long enough that I know that they may find potential pitfalls to house rules that I may think could help simplify or make things more plausible.






              share|improve this answer











              $endgroup$









              • 1




                $begingroup$
                Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
                $endgroup$
                – KorvinStarmast
                13 hours ago
















              5












              $begingroup$

              The DM can place whatever limitations he/she deems fit.



              You can limit your rules to just the PHB if you so wish. You can limit the player's choices to just a handful or even one race or even limit the choices of classes.



              So long as your players are on board and the limitations fit a story or narrative it is justifiable



              As an example: The current main campaign I am running is much more segregated in the region the players have started in. Therefore, humans are the only race they were allowed to choose (except for one player that was allowed a gnome only because he gave me a convincing and plausible back story that fit). Elves are the primary antagonists and Dwarves are very far away. Classes were restricted based on the history of the region so Warlocks and Sorcerers would be persecuted, lynched or executed. They could choose them but I made it abundantly clear the ramifications if they did so. Wizards are "licensed" and watched closely and cannot inherit property nor own it directly (talking lands and titles here).



              These types of limitations are a two-edged sword for simplicity



              On the one hand you have fewer things to focus on (this makes focus on the story easier) but on the other you have to deal with players that want to explore certain options in other sources or even in the same source if you take it to the level that I did when building my new world. This sometimes causes push back - I know I have had some but now that they are learning more of the history of the region and the story involved they seem to have buy in.



              The main goal is for everyone to have fun and you should bring up any limitations or house rules to your players. I do this as suggestions at the start but my players all know that I have final say. I bring them up because we have all played long enough that I know that they may find potential pitfalls to house rules that I may think could help simplify or make things more plausible.






              share|improve this answer











              $endgroup$









              • 1




                $begingroup$
                Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
                $endgroup$
                – KorvinStarmast
                13 hours ago














              5












              5








              5





              $begingroup$

              The DM can place whatever limitations he/she deems fit.



              You can limit your rules to just the PHB if you so wish. You can limit the player's choices to just a handful or even one race or even limit the choices of classes.



              So long as your players are on board and the limitations fit a story or narrative it is justifiable



              As an example: The current main campaign I am running is much more segregated in the region the players have started in. Therefore, humans are the only race they were allowed to choose (except for one player that was allowed a gnome only because he gave me a convincing and plausible back story that fit). Elves are the primary antagonists and Dwarves are very far away. Classes were restricted based on the history of the region so Warlocks and Sorcerers would be persecuted, lynched or executed. They could choose them but I made it abundantly clear the ramifications if they did so. Wizards are "licensed" and watched closely and cannot inherit property nor own it directly (talking lands and titles here).



              These types of limitations are a two-edged sword for simplicity



              On the one hand you have fewer things to focus on (this makes focus on the story easier) but on the other you have to deal with players that want to explore certain options in other sources or even in the same source if you take it to the level that I did when building my new world. This sometimes causes push back - I know I have had some but now that they are learning more of the history of the region and the story involved they seem to have buy in.



              The main goal is for everyone to have fun and you should bring up any limitations or house rules to your players. I do this as suggestions at the start but my players all know that I have final say. I bring them up because we have all played long enough that I know that they may find potential pitfalls to house rules that I may think could help simplify or make things more plausible.






              share|improve this answer











              $endgroup$



              The DM can place whatever limitations he/she deems fit.



              You can limit your rules to just the PHB if you so wish. You can limit the player's choices to just a handful or even one race or even limit the choices of classes.



              So long as your players are on board and the limitations fit a story or narrative it is justifiable



              As an example: The current main campaign I am running is much more segregated in the region the players have started in. Therefore, humans are the only race they were allowed to choose (except for one player that was allowed a gnome only because he gave me a convincing and plausible back story that fit). Elves are the primary antagonists and Dwarves are very far away. Classes were restricted based on the history of the region so Warlocks and Sorcerers would be persecuted, lynched or executed. They could choose them but I made it abundantly clear the ramifications if they did so. Wizards are "licensed" and watched closely and cannot inherit property nor own it directly (talking lands and titles here).



              These types of limitations are a two-edged sword for simplicity



              On the one hand you have fewer things to focus on (this makes focus on the story easier) but on the other you have to deal with players that want to explore certain options in other sources or even in the same source if you take it to the level that I did when building my new world. This sometimes causes push back - I know I have had some but now that they are learning more of the history of the region and the story involved they seem to have buy in.



              The main goal is for everyone to have fun and you should bring up any limitations or house rules to your players. I do this as suggestions at the start but my players all know that I have final say. I bring them up because we have all played long enough that I know that they may find potential pitfalls to house rules that I may think could help simplify or make things more plausible.







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 13 hours ago









              KorvinStarmast

              79.2k18248429




              79.2k18248429










              answered 13 hours ago









              SlagmothSlagmoth

              18.2k15397




              18.2k15397








              • 1




                $begingroup$
                Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
                $endgroup$
                – KorvinStarmast
                13 hours ago














              • 1




                $begingroup$
                Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
                $endgroup$
                – KorvinStarmast
                13 hours ago








              1




              1




              $begingroup$
              Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
              $endgroup$
              – KorvinStarmast
              13 hours ago




              $begingroup$
              Nice point on the two edged sword. I edited in two "true sub headers" to pull out your major points.
              $endgroup$
              – KorvinStarmast
              13 hours ago











              2












              $begingroup$

              Yes: it is helpful for the GM and it helps the group to grow together



              Our first 5e group got together in 2014, before the PHB came out but after the basic rules had been published. Our DM was quite clear that there would be no feats until 4th level, no Variant Humans. There were few other restrictions, but even with his long experience with D&D reaching back to AD&D 1e, and his minimal participation in the play test, he was keen to make sure that we, as a group, did the crawl, walk, jog, run, sprint thing together. We all learned this edition of the game together as we went forward from 1st level into the adventuring world. I had not played D&D in over a decade - this incremental approach in getting back into the hobby made it a lot easier for me as a player. (Granted, I didn't make it easy on myself: I chose cleric, a spell caster, but it all worked out very well until Korvin died. grimace Rolled up a new character, and the Tempest Cleric was born...)



              Fold in new material incrementally



              When the Temple of Elemental Evil (free) supplement came out, our DM asked us to review the spells there and see if we were interested in any of them. He wanted to review them as well to make sure. This collaborative process is how my Tempest Domain Cleric ended up with the Thunderclap cantrip. (Not strictly a cleric cantrip, as presented ...). I gave up my Spare the Dying for that. We also agreed on a couple of later level spells that I could consider when I leveled up far enough. My brother's wizard got one spell from that supplement. (And I can't recall which one it was, IIRC an earth elemental one ...)



              The primary reason our DM gave was "less stuff for me to keep track of" from his PoV. It worked out very well.



              My brother did something similar as he began his campaign a few years later; limited character races available, limited deities (his own world), and "DM review of anything outside of PHB" before approval. He mostly approved stuff, but that it was always a collaborative effort went over very well. No surprises, no "gotcha" stuff.






              share|improve this answer











              $endgroup$


















                2












                $begingroup$

                Yes: it is helpful for the GM and it helps the group to grow together



                Our first 5e group got together in 2014, before the PHB came out but after the basic rules had been published. Our DM was quite clear that there would be no feats until 4th level, no Variant Humans. There were few other restrictions, but even with his long experience with D&D reaching back to AD&D 1e, and his minimal participation in the play test, he was keen to make sure that we, as a group, did the crawl, walk, jog, run, sprint thing together. We all learned this edition of the game together as we went forward from 1st level into the adventuring world. I had not played D&D in over a decade - this incremental approach in getting back into the hobby made it a lot easier for me as a player. (Granted, I didn't make it easy on myself: I chose cleric, a spell caster, but it all worked out very well until Korvin died. grimace Rolled up a new character, and the Tempest Cleric was born...)



                Fold in new material incrementally



                When the Temple of Elemental Evil (free) supplement came out, our DM asked us to review the spells there and see if we were interested in any of them. He wanted to review them as well to make sure. This collaborative process is how my Tempest Domain Cleric ended up with the Thunderclap cantrip. (Not strictly a cleric cantrip, as presented ...). I gave up my Spare the Dying for that. We also agreed on a couple of later level spells that I could consider when I leveled up far enough. My brother's wizard got one spell from that supplement. (And I can't recall which one it was, IIRC an earth elemental one ...)



                The primary reason our DM gave was "less stuff for me to keep track of" from his PoV. It worked out very well.



                My brother did something similar as he began his campaign a few years later; limited character races available, limited deities (his own world), and "DM review of anything outside of PHB" before approval. He mostly approved stuff, but that it was always a collaborative effort went over very well. No surprises, no "gotcha" stuff.






                share|improve this answer











                $endgroup$
















                  2












                  2








                  2





                  $begingroup$

                  Yes: it is helpful for the GM and it helps the group to grow together



                  Our first 5e group got together in 2014, before the PHB came out but after the basic rules had been published. Our DM was quite clear that there would be no feats until 4th level, no Variant Humans. There were few other restrictions, but even with his long experience with D&D reaching back to AD&D 1e, and his minimal participation in the play test, he was keen to make sure that we, as a group, did the crawl, walk, jog, run, sprint thing together. We all learned this edition of the game together as we went forward from 1st level into the adventuring world. I had not played D&D in over a decade - this incremental approach in getting back into the hobby made it a lot easier for me as a player. (Granted, I didn't make it easy on myself: I chose cleric, a spell caster, but it all worked out very well until Korvin died. grimace Rolled up a new character, and the Tempest Cleric was born...)



                  Fold in new material incrementally



                  When the Temple of Elemental Evil (free) supplement came out, our DM asked us to review the spells there and see if we were interested in any of them. He wanted to review them as well to make sure. This collaborative process is how my Tempest Domain Cleric ended up with the Thunderclap cantrip. (Not strictly a cleric cantrip, as presented ...). I gave up my Spare the Dying for that. We also agreed on a couple of later level spells that I could consider when I leveled up far enough. My brother's wizard got one spell from that supplement. (And I can't recall which one it was, IIRC an earth elemental one ...)



                  The primary reason our DM gave was "less stuff for me to keep track of" from his PoV. It worked out very well.



                  My brother did something similar as he began his campaign a few years later; limited character races available, limited deities (his own world), and "DM review of anything outside of PHB" before approval. He mostly approved stuff, but that it was always a collaborative effort went over very well. No surprises, no "gotcha" stuff.






                  share|improve this answer











                  $endgroup$



                  Yes: it is helpful for the GM and it helps the group to grow together



                  Our first 5e group got together in 2014, before the PHB came out but after the basic rules had been published. Our DM was quite clear that there would be no feats until 4th level, no Variant Humans. There were few other restrictions, but even with his long experience with D&D reaching back to AD&D 1e, and his minimal participation in the play test, he was keen to make sure that we, as a group, did the crawl, walk, jog, run, sprint thing together. We all learned this edition of the game together as we went forward from 1st level into the adventuring world. I had not played D&D in over a decade - this incremental approach in getting back into the hobby made it a lot easier for me as a player. (Granted, I didn't make it easy on myself: I chose cleric, a spell caster, but it all worked out very well until Korvin died. grimace Rolled up a new character, and the Tempest Cleric was born...)



                  Fold in new material incrementally



                  When the Temple of Elemental Evil (free) supplement came out, our DM asked us to review the spells there and see if we were interested in any of them. He wanted to review them as well to make sure. This collaborative process is how my Tempest Domain Cleric ended up with the Thunderclap cantrip. (Not strictly a cleric cantrip, as presented ...). I gave up my Spare the Dying for that. We also agreed on a couple of later level spells that I could consider when I leveled up far enough. My brother's wizard got one spell from that supplement. (And I can't recall which one it was, IIRC an earth elemental one ...)



                  The primary reason our DM gave was "less stuff for me to keep track of" from his PoV. It worked out very well.



                  My brother did something similar as he began his campaign a few years later; limited character races available, limited deities (his own world), and "DM review of anything outside of PHB" before approval. He mostly approved stuff, but that it was always a collaborative effort went over very well. No surprises, no "gotcha" stuff.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited 13 hours ago









                  Rubiksmoose

                  55.3k9270416




                  55.3k9270416










                  answered 13 hours ago









                  KorvinStarmastKorvinStarmast

                  79.2k18248429




                  79.2k18248429























                      0












                      $begingroup$

                      Yes and yes



                      You asked two questions that are different, one in your title, one in the body. In answer to the question in the title, would it make things simpler? Yes, fewer options does equal a more streamlined experience.




                      My question is: does it sound reasonable to place these restriction on
                      my game to help make things easier for all of us? Will it cause issues
                      with the experienced players?




                      This is entirely reasonable and not at all an uncommon restriction to place.



                      I don't permit Unearthed Arcana myself. Adventurer's League has the 'PHB plus 1' rule that limits the number of supplements that can be used together. If your veteran players are going to give you trouble about it, then that's actually a sign of bigger issues than just their desire to play whatever they feel like.






                      share|improve this answer











                      $endgroup$









                      • 1




                        $begingroup$
                        The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
                        $endgroup$
                        – MarkTO
                        9 hours ago










                      • $begingroup$
                        oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
                        $endgroup$
                        – Rubiksmoose
                        9 hours ago
















                      0












                      $begingroup$

                      Yes and yes



                      You asked two questions that are different, one in your title, one in the body. In answer to the question in the title, would it make things simpler? Yes, fewer options does equal a more streamlined experience.




                      My question is: does it sound reasonable to place these restriction on
                      my game to help make things easier for all of us? Will it cause issues
                      with the experienced players?




                      This is entirely reasonable and not at all an uncommon restriction to place.



                      I don't permit Unearthed Arcana myself. Adventurer's League has the 'PHB plus 1' rule that limits the number of supplements that can be used together. If your veteran players are going to give you trouble about it, then that's actually a sign of bigger issues than just their desire to play whatever they feel like.






                      share|improve this answer











                      $endgroup$









                      • 1




                        $begingroup$
                        The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
                        $endgroup$
                        – MarkTO
                        9 hours ago










                      • $begingroup$
                        oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
                        $endgroup$
                        – Rubiksmoose
                        9 hours ago














                      0












                      0








                      0





                      $begingroup$

                      Yes and yes



                      You asked two questions that are different, one in your title, one in the body. In answer to the question in the title, would it make things simpler? Yes, fewer options does equal a more streamlined experience.




                      My question is: does it sound reasonable to place these restriction on
                      my game to help make things easier for all of us? Will it cause issues
                      with the experienced players?




                      This is entirely reasonable and not at all an uncommon restriction to place.



                      I don't permit Unearthed Arcana myself. Adventurer's League has the 'PHB plus 1' rule that limits the number of supplements that can be used together. If your veteran players are going to give you trouble about it, then that's actually a sign of bigger issues than just their desire to play whatever they feel like.






                      share|improve this answer











                      $endgroup$



                      Yes and yes



                      You asked two questions that are different, one in your title, one in the body. In answer to the question in the title, would it make things simpler? Yes, fewer options does equal a more streamlined experience.




                      My question is: does it sound reasonable to place these restriction on
                      my game to help make things easier for all of us? Will it cause issues
                      with the experienced players?




                      This is entirely reasonable and not at all an uncommon restriction to place.



                      I don't permit Unearthed Arcana myself. Adventurer's League has the 'PHB plus 1' rule that limits the number of supplements that can be used together. If your veteran players are going to give you trouble about it, then that's actually a sign of bigger issues than just their desire to play whatever they feel like.







                      share|improve this answer














                      share|improve this answer



                      share|improve this answer








                      edited 5 hours ago

























                      answered 14 hours ago









                      MarkTOMarkTO

                      3,133533




                      3,133533








                      • 1




                        $begingroup$
                        The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
                        $endgroup$
                        – MarkTO
                        9 hours ago










                      • $begingroup$
                        oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
                        $endgroup$
                        – Rubiksmoose
                        9 hours ago














                      • 1




                        $begingroup$
                        The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      • $begingroup$
                        Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
                        $endgroup$
                        – MarkTO
                        9 hours ago










                      • $begingroup$
                        oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
                        $endgroup$
                        – Rubiksmoose
                        9 hours ago








                      1




                      1




                      $begingroup$
                      The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
                      $endgroup$
                      – Rubiksmoose
                      13 hours ago




                      $begingroup$
                      The question has been tweaked to emphasize the focus on whether limiting sources helps make the game easier to run for a new DM and players. You may want to update your answer to address this issue completely.
                      $endgroup$
                      – Rubiksmoose
                      13 hours ago












                      $begingroup$
                      It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
                      $endgroup$
                      – Rubiksmoose
                      13 hours ago




                      $begingroup$
                      It is also worth noting that, in my experience, the PHB+1 rule is one of the most common complaints about the AL rules. So you may want to back up why this will actually help OP with their issue.
                      $endgroup$
                      – Rubiksmoose
                      13 hours ago












                      $begingroup$
                      Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
                      $endgroup$
                      – MarkTO
                      9 hours ago




                      $begingroup$
                      Well I wasn't focused on 'making it easier' I was just pointing out that AL does exactly this, making it 'common' which was more in line with the original question. You'll rarely catch me saying anything positive about AL.
                      $endgroup$
                      – MarkTO
                      9 hours ago












                      $begingroup$
                      oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
                      $endgroup$
                      – Rubiksmoose
                      9 hours ago




                      $begingroup$
                      oh yeah I understand. The edit was made pretty much at exactly the time you posted your answer. I just was letting you know that you might want to update your answer now that the question has been tweaked and the focus has been shifted.
                      $endgroup$
                      – Rubiksmoose
                      9 hours ago











                      -3












                      $begingroup$

                      As a Shadowrun 5 GM, I started without the extensions. Shadowrun 5 is already a game with a lot of rules and I didn't want to be overwhelmed with extensions.



                      After some sessions, I played specific scenario for each extension. For example, I made a scenario where players found a crashed airplane containing many prototypes weapons and gears. The players used this stuff in a real battle just after against the people who wants their stuff back. This way we tested together the weapon/gear Shadowrun extension.






                      share|improve this answer











                      $endgroup$









                      • 2




                        $begingroup$
                        And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago


















                      -3












                      $begingroup$

                      As a Shadowrun 5 GM, I started without the extensions. Shadowrun 5 is already a game with a lot of rules and I didn't want to be overwhelmed with extensions.



                      After some sessions, I played specific scenario for each extension. For example, I made a scenario where players found a crashed airplane containing many prototypes weapons and gears. The players used this stuff in a real battle just after against the people who wants their stuff back. This way we tested together the weapon/gear Shadowrun extension.






                      share|improve this answer











                      $endgroup$









                      • 2




                        $begingroup$
                        And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago
















                      -3












                      -3








                      -3





                      $begingroup$

                      As a Shadowrun 5 GM, I started without the extensions. Shadowrun 5 is already a game with a lot of rules and I didn't want to be overwhelmed with extensions.



                      After some sessions, I played specific scenario for each extension. For example, I made a scenario where players found a crashed airplane containing many prototypes weapons and gears. The players used this stuff in a real battle just after against the people who wants their stuff back. This way we tested together the weapon/gear Shadowrun extension.






                      share|improve this answer











                      $endgroup$



                      As a Shadowrun 5 GM, I started without the extensions. Shadowrun 5 is already a game with a lot of rules and I didn't want to be overwhelmed with extensions.



                      After some sessions, I played specific scenario for each extension. For example, I made a scenario where players found a crashed airplane containing many prototypes weapons and gears. The players used this stuff in a real battle just after against the people who wants their stuff back. This way we tested together the weapon/gear Shadowrun extension.







                      share|improve this answer














                      share|improve this answer



                      share|improve this answer








                      edited 13 hours ago









                      Rubiksmoose

                      55.3k9270416




                      55.3k9270416










                      answered 13 hours ago









                      MagusMagus

                      71438




                      71438








                      • 2




                        $begingroup$
                        And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago
















                      • 2




                        $begingroup$
                        And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
                        $endgroup$
                        – Rubiksmoose
                        13 hours ago










                      2




                      2




                      $begingroup$
                      And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
                      $endgroup$
                      – Rubiksmoose
                      13 hours ago






                      $begingroup$
                      And how did this work out for you? Did it make things easier to handle? Did it not make a difference? How does it apply to OP's scenario? Remember that answers should directly address the question. It is great to relay personal experience, but you have to apply it to the question and use it as support. Right now, this is just a story that we cannot apply to the question.
                      $endgroup$
                      – Rubiksmoose
                      13 hours ago




















                      draft saved

                      draft discarded




















































                      Thanks for contributing an answer to Role-playing Games Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      Use MathJax to format equations. MathJax reference.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f141333%2fdoes-limiting-the-number-of-sources-help-simplify-the-game-for-a-new-dm-with-new%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      Усть-Каменогорск

                      Халкинская богословская школа

                      Высокополье (Харьковская область)