When creating a character in D&DB, are they ways to lock certain aspects of the character creation and equipment from the player?
Example, I created a practice campaign, asked players to join with their created player and now I have a level 1 character with a 40kgold Airship... along with some other interesting things. The game let them do it, so I'm glad we're just practicing.
Created a new campaign, with Unassigned characters, but I would still like players to customized their character class, race, stats and such. What are some strategies to restrict players from adding all of the equipment that they want?
I just tell them the rules - and expect them to follow them. Then I ask them to email me their sheets just so i can take a glance. There should be some level of trust.
IE Roll your stats or start with heroic array or whatever - then take 1000gp get whatever common gear you want to start and that's it. No Magical stuff etc. All items subject to dm approval before 1st session.
I just said, yes you get to keep the airship, but then at the beginning of the adventure: ‘..you open your eyes and shaking off the cobwebs of the party from the night before, you elven sight locks into the scene, you’re underground and there is a locked door behind you… you are in a dungeon.”
Yes playing DnD is a social agreement. One of the most important thing to do is a "session 0" where you and the players come into agreements and rules about how the campaing is supposed to play, what are the do's and dont's, etc...
As a DM rule 1 or 0 is that you have final veto or decision over anything that happens and you will use your better judgment about that. But that first session is pretty good and usefull
I just said, yes you get to keep the airship, but then at the beginning of the adventure: ‘..you open your eyes and shaking off the cobwebs of the party from the night before, you elven sight locks into the scene, you’re underground and there is a locked door behind you… you are in a dungeon.”
sorry, player, - your airship is not accessible.
I mean, this is a short-term option, but if you're going to prevent that player from using their airship anywhere between "for a while" and "indefinitely," that's a recipe for conflict. As a player, I would much rather be told I can't have something than to be misled and not get to use my cool thing much or ever because the DM secretly hates it.
My advice is talk to your players. Set the ground rules and expectations early, communicate clearly and respectfully, and that'll avoid a lot of problems before they arise. Also, it's your game - if you decide airships are only available to super-rich NPCs or level 15+ adventurers, them's the breaks. Players can accept it, attempt to work out a compromise with you, or find another table that better matches the game they want.
There's no way to lock stuff off but there are pretty firm rules in the PHB based on class and background for what the starting equipment is and somthing worth 40k definitely isn't part of them. I'd just tell them they can't have it
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When creating a character in D&DB, are they ways to lock certain aspects of the character creation and equipment from the player?
Example, I created a practice campaign, asked players to join with their created player and now I have a level 1 character with a 40kgold Airship... along with some other interesting things. The game let them do it, so I'm glad we're just practicing.
Created a new campaign, with Unassigned characters, but I would still like players to customized their character class, race, stats and such. What are some strategies to restrict players from adding all of the equipment that they want?
I just tell them the rules - and expect them to follow them. Then I ask them to email me their sheets just so i can take a glance. There should be some level of trust.
IE Roll your stats or start with heroic array or whatever - then take 1000gp get whatever common gear you want to start and that's it. No Magical stuff etc. All items subject to dm approval before 1st session.
I just said, yes you get to keep the airship, but then at the beginning of the adventure: ‘..you open your eyes and shaking off the cobwebs of the party from the night before, you elven sight locks into the scene, you’re underground and there is a locked door behind you… you are in a dungeon.”
sorry, player, - your airship is not accessible.
Heh good way.
Yes playing DnD is a social agreement. One of the most important thing to do is a "session 0" where you and the players come into agreements and rules about how the campaing is supposed to play, what are the do's and dont's, etc...
As a DM rule 1 or 0 is that you have final veto or decision over anything that happens and you will use your better judgment about that. But that first session is pretty good and usefull
I mean, this is a short-term option, but if you're going to prevent that player from using their airship anywhere between "for a while" and "indefinitely," that's a recipe for conflict. As a player, I would much rather be told I can't have something than to be misled and not get to use my cool thing much or ever because the DM secretly hates it.
My advice is talk to your players. Set the ground rules and expectations early, communicate clearly and respectfully, and that'll avoid a lot of problems before they arise. Also, it's your game - if you decide airships are only available to super-rich NPCs or level 15+ adventurers, them's the breaks. Players can accept it, attempt to work out a compromise with you, or find another table that better matches the game they want.
There's no way to lock stuff off but there are pretty firm rules in the PHB based on class and background for what the starting equipment is and somthing worth 40k definitely isn't part of them. I'd just tell them they can't have it