Can I let my players play any official class/race in published adventures?












19












$begingroup$


I've recently picked up the 5.e published adventure Storm King's Thunder after my homebrew game came to a halt. Main reason for this is that I bought Volo's Guide to Monsters, Xanathar's Guide to Everything and Mordenkainen's Tome of Foes.



My players really want to try out the new classes and races, but I've ran out of ideas to continue in the homebrew game, so I picked up a published adventure. On the back I noticed that the book should be used with the Players Handbook, Dungeon Master Guide and Monster Manual. I imagine this refers to requirements for GM'ing, but it made me wonder if there were any other restrictions.



So far I could only find that it's recommended to have at least one character with the ability to understand Giant in the "How to run the game" section in the book when you run Storm King's Thunder.




Are there any restrictions or other things I should keep in mind when
I allow my players to play classes and races from other official
source books in published adventures? (e.g. certain race traits that
affect parts of the story or powerful new classes)











share|improve this question











$endgroup$








  • 4




    $begingroup$
    You are just playing a home game not Adventurer’s League right? AL has limitations of that sort in its rules...
    $endgroup$
    – mxyzplk
    Feb 7 at 12:51






  • 1




    $begingroup$
    Yes, the game that I'm playing is a home game. Not an Adventurer's League game.
    $endgroup$
    – Jordi
    Feb 7 at 13:51
















19












$begingroup$


I've recently picked up the 5.e published adventure Storm King's Thunder after my homebrew game came to a halt. Main reason for this is that I bought Volo's Guide to Monsters, Xanathar's Guide to Everything and Mordenkainen's Tome of Foes.



My players really want to try out the new classes and races, but I've ran out of ideas to continue in the homebrew game, so I picked up a published adventure. On the back I noticed that the book should be used with the Players Handbook, Dungeon Master Guide and Monster Manual. I imagine this refers to requirements for GM'ing, but it made me wonder if there were any other restrictions.



So far I could only find that it's recommended to have at least one character with the ability to understand Giant in the "How to run the game" section in the book when you run Storm King's Thunder.




Are there any restrictions or other things I should keep in mind when
I allow my players to play classes and races from other official
source books in published adventures? (e.g. certain race traits that
affect parts of the story or powerful new classes)











share|improve this question











$endgroup$








  • 4




    $begingroup$
    You are just playing a home game not Adventurer’s League right? AL has limitations of that sort in its rules...
    $endgroup$
    – mxyzplk
    Feb 7 at 12:51






  • 1




    $begingroup$
    Yes, the game that I'm playing is a home game. Not an Adventurer's League game.
    $endgroup$
    – Jordi
    Feb 7 at 13:51














19












19








19


2



$begingroup$


I've recently picked up the 5.e published adventure Storm King's Thunder after my homebrew game came to a halt. Main reason for this is that I bought Volo's Guide to Monsters, Xanathar's Guide to Everything and Mordenkainen's Tome of Foes.



My players really want to try out the new classes and races, but I've ran out of ideas to continue in the homebrew game, so I picked up a published adventure. On the back I noticed that the book should be used with the Players Handbook, Dungeon Master Guide and Monster Manual. I imagine this refers to requirements for GM'ing, but it made me wonder if there were any other restrictions.



So far I could only find that it's recommended to have at least one character with the ability to understand Giant in the "How to run the game" section in the book when you run Storm King's Thunder.




Are there any restrictions or other things I should keep in mind when
I allow my players to play classes and races from other official
source books in published adventures? (e.g. certain race traits that
affect parts of the story or powerful new classes)











share|improve this question











$endgroup$




I've recently picked up the 5.e published adventure Storm King's Thunder after my homebrew game came to a halt. Main reason for this is that I bought Volo's Guide to Monsters, Xanathar's Guide to Everything and Mordenkainen's Tome of Foes.



My players really want to try out the new classes and races, but I've ran out of ideas to continue in the homebrew game, so I picked up a published adventure. On the back I noticed that the book should be used with the Players Handbook, Dungeon Master Guide and Monster Manual. I imagine this refers to requirements for GM'ing, but it made me wonder if there were any other restrictions.



So far I could only find that it's recommended to have at least one character with the ability to understand Giant in the "How to run the game" section in the book when you run Storm King's Thunder.




Are there any restrictions or other things I should keep in mind when
I allow my players to play classes and races from other official
source books in published adventures? (e.g. certain race traits that
affect parts of the story or powerful new classes)








dnd-5e character-creation published-adventures storm-kings-thunder






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Feb 7 at 13:31









András

27.8k14107198




27.8k14107198










asked Feb 7 at 12:08









JordiJordi

1017




1017








  • 4




    $begingroup$
    You are just playing a home game not Adventurer’s League right? AL has limitations of that sort in its rules...
    $endgroup$
    – mxyzplk
    Feb 7 at 12:51






  • 1




    $begingroup$
    Yes, the game that I'm playing is a home game. Not an Adventurer's League game.
    $endgroup$
    – Jordi
    Feb 7 at 13:51














  • 4




    $begingroup$
    You are just playing a home game not Adventurer’s League right? AL has limitations of that sort in its rules...
    $endgroup$
    – mxyzplk
    Feb 7 at 12:51






  • 1




    $begingroup$
    Yes, the game that I'm playing is a home game. Not an Adventurer's League game.
    $endgroup$
    – Jordi
    Feb 7 at 13:51








4




4




$begingroup$
You are just playing a home game not Adventurer’s League right? AL has limitations of that sort in its rules...
$endgroup$
– mxyzplk
Feb 7 at 12:51




$begingroup$
You are just playing a home game not Adventurer’s League right? AL has limitations of that sort in its rules...
$endgroup$
– mxyzplk
Feb 7 at 12:51




1




1




$begingroup$
Yes, the game that I'm playing is a home game. Not an Adventurer's League game.
$endgroup$
– Jordi
Feb 7 at 13:51




$begingroup$
Yes, the game that I'm playing is a home game. Not an Adventurer's League game.
$endgroup$
– Jordi
Feb 7 at 13:51










1 Answer
1






active

oldest

votes


















35












$begingroup$

Sure, you're the DM



The books listed on the back are the books you will absolutely need, because Storm King's Thunder references monsters and rules found in those three books.



Other than that, you're perfectly capable of changing things and using more books to run the campaign. In theory, all races (except for some in Volo's) and all classes should be on a roughly equal powerlevel, so that shouldn't really matter for Storm King's Thunder. You might want to be careful with allowing races with flight, though, as they can be a lot stronger, especially at the early levels when enemies have no way of dealing with a flying opponent.



The only real thing you might have to worry about is flavour. Some books deal with settings other than Toril. Finding a Warforged (Eberron) or a Loxadon (Ravnica) in the Sword Coast would be kind of odd, because they're not from that planet. Does this really matter? That is ultimately up to you and your players.



The listing of the DMG, PHB, and MM is to identify the minimum necessary material to run the adventure, since the adventure will refer to already published items, characters, NPC's, and monsters contained in one of those three books. In other words (Dear DM, without these three books you'll be missing some necessary information/material to run the adventure).






share|improve this answer











$endgroup$









  • 7




    $begingroup$
    I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
    $endgroup$
    – ThanosMaravel
    Feb 7 at 16:28










  • $begingroup$
    Thanks, added it.
    $endgroup$
    – Theik
    Feb 7 at 22:00











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1 Answer
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1 Answer
1






active

oldest

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active

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active

oldest

votes









35












$begingroup$

Sure, you're the DM



The books listed on the back are the books you will absolutely need, because Storm King's Thunder references monsters and rules found in those three books.



Other than that, you're perfectly capable of changing things and using more books to run the campaign. In theory, all races (except for some in Volo's) and all classes should be on a roughly equal powerlevel, so that shouldn't really matter for Storm King's Thunder. You might want to be careful with allowing races with flight, though, as they can be a lot stronger, especially at the early levels when enemies have no way of dealing with a flying opponent.



The only real thing you might have to worry about is flavour. Some books deal with settings other than Toril. Finding a Warforged (Eberron) or a Loxadon (Ravnica) in the Sword Coast would be kind of odd, because they're not from that planet. Does this really matter? That is ultimately up to you and your players.



The listing of the DMG, PHB, and MM is to identify the minimum necessary material to run the adventure, since the adventure will refer to already published items, characters, NPC's, and monsters contained in one of those three books. In other words (Dear DM, without these three books you'll be missing some necessary information/material to run the adventure).






share|improve this answer











$endgroup$









  • 7




    $begingroup$
    I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
    $endgroup$
    – ThanosMaravel
    Feb 7 at 16:28










  • $begingroup$
    Thanks, added it.
    $endgroup$
    – Theik
    Feb 7 at 22:00
















35












$begingroup$

Sure, you're the DM



The books listed on the back are the books you will absolutely need, because Storm King's Thunder references monsters and rules found in those three books.



Other than that, you're perfectly capable of changing things and using more books to run the campaign. In theory, all races (except for some in Volo's) and all classes should be on a roughly equal powerlevel, so that shouldn't really matter for Storm King's Thunder. You might want to be careful with allowing races with flight, though, as they can be a lot stronger, especially at the early levels when enemies have no way of dealing with a flying opponent.



The only real thing you might have to worry about is flavour. Some books deal with settings other than Toril. Finding a Warforged (Eberron) or a Loxadon (Ravnica) in the Sword Coast would be kind of odd, because they're not from that planet. Does this really matter? That is ultimately up to you and your players.



The listing of the DMG, PHB, and MM is to identify the minimum necessary material to run the adventure, since the adventure will refer to already published items, characters, NPC's, and monsters contained in one of those three books. In other words (Dear DM, without these three books you'll be missing some necessary information/material to run the adventure).






share|improve this answer











$endgroup$









  • 7




    $begingroup$
    I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
    $endgroup$
    – ThanosMaravel
    Feb 7 at 16:28










  • $begingroup$
    Thanks, added it.
    $endgroup$
    – Theik
    Feb 7 at 22:00














35












35








35





$begingroup$

Sure, you're the DM



The books listed on the back are the books you will absolutely need, because Storm King's Thunder references monsters and rules found in those three books.



Other than that, you're perfectly capable of changing things and using more books to run the campaign. In theory, all races (except for some in Volo's) and all classes should be on a roughly equal powerlevel, so that shouldn't really matter for Storm King's Thunder. You might want to be careful with allowing races with flight, though, as they can be a lot stronger, especially at the early levels when enemies have no way of dealing with a flying opponent.



The only real thing you might have to worry about is flavour. Some books deal with settings other than Toril. Finding a Warforged (Eberron) or a Loxadon (Ravnica) in the Sword Coast would be kind of odd, because they're not from that planet. Does this really matter? That is ultimately up to you and your players.



The listing of the DMG, PHB, and MM is to identify the minimum necessary material to run the adventure, since the adventure will refer to already published items, characters, NPC's, and monsters contained in one of those three books. In other words (Dear DM, without these three books you'll be missing some necessary information/material to run the adventure).






share|improve this answer











$endgroup$



Sure, you're the DM



The books listed on the back are the books you will absolutely need, because Storm King's Thunder references monsters and rules found in those three books.



Other than that, you're perfectly capable of changing things and using more books to run the campaign. In theory, all races (except for some in Volo's) and all classes should be on a roughly equal powerlevel, so that shouldn't really matter for Storm King's Thunder. You might want to be careful with allowing races with flight, though, as they can be a lot stronger, especially at the early levels when enemies have no way of dealing with a flying opponent.



The only real thing you might have to worry about is flavour. Some books deal with settings other than Toril. Finding a Warforged (Eberron) or a Loxadon (Ravnica) in the Sword Coast would be kind of odd, because they're not from that planet. Does this really matter? That is ultimately up to you and your players.



The listing of the DMG, PHB, and MM is to identify the minimum necessary material to run the adventure, since the adventure will refer to already published items, characters, NPC's, and monsters contained in one of those three books. In other words (Dear DM, without these three books you'll be missing some necessary information/material to run the adventure).







share|improve this answer














share|improve this answer



share|improve this answer








edited Feb 7 at 21:59

























answered Feb 7 at 12:18









TheikTheik

14.1k5780




14.1k5780








  • 7




    $begingroup$
    I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
    $endgroup$
    – ThanosMaravel
    Feb 7 at 16:28










  • $begingroup$
    Thanks, added it.
    $endgroup$
    – Theik
    Feb 7 at 22:00














  • 7




    $begingroup$
    I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
    $endgroup$
    – ThanosMaravel
    Feb 7 at 16:28










  • $begingroup$
    Thanks, added it.
    $endgroup$
    – Theik
    Feb 7 at 22:00








7




7




$begingroup$
I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
$endgroup$
– ThanosMaravel
Feb 7 at 16:28




$begingroup$
I might add that flight-capable races might merit extra thought, as they can potentially throw a wrench into the adventure's flow.
$endgroup$
– ThanosMaravel
Feb 7 at 16:28












$begingroup$
Thanks, added it.
$endgroup$
– Theik
Feb 7 at 22:00




$begingroup$
Thanks, added it.
$endgroup$
– Theik
Feb 7 at 22:00


















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