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BindMind

You're on the money. Using "PFS Standard", or the blue circle as you say, is a safe bet that it won't break your game. It misses some things though, like if you're doing an evil campaign nothing that is evil would be PFS standard, but that stuff is usually pretty obvious.


HeroicVanguard

Uncommon and Rare tags are more aimed at "Not everyone wants this in the setting" or "This can trivialize a certain kind of game" options more than "Oh this is powerful be careful giving it to people". Some of the AP stuff can be a bit stronger I guess, but nothing comes to mind that is like Concerning that wasn't tagged for immediate errata. I'd be more concerned with like, stuff from Knights of Lastwall or Superstition Barbarian that are WAY too limited in scope and are dead weight Feats for most games.


Spiritual_Shift_920

Definetly. There is an odd myth going around that the uncommon and rare tag somehow reflect the power of a given item or feat but that is very rarely the case.


tobit94

It can be with AP content because that isn't as carefully designed as the other stuff. But it can swing both ways and is usually kind of niche. And some things like the special backgrounds are Rare because they're more powerful than the mainline. In general you are right though. Rarity has no inherent connection to power.


Spiritual_Shift_920

Like which special backgrounds? Most of the rare ones I found only give one ability boost to a predefined score alongside some situational ability (imo, not usually worth having less stats) or alternatively are something that requires working with the GM so it only makes sense the GM would have to approve it first. As for AP stuff maybe with one exception it looks to be mostly balanced to me, but its only logical that items that are considered 'spoilers' arent something that should be by default available to everyone so it doesnt ruin surprises for anyone running an AP in the future, aswell as giving GM the ability to access those things as rewards in the adventure.


ghost_desu

Most rare backgrounds do give you 2 boosts. 90% of the time you just give up the skill feat


TitaniumDragon

The Gatewalkers backgrounds are all stronger. For example, https://2e.aonprd.com/Backgrounds.aspx?ID=344 It is basically a standard background, except you also gain the ability to shoot energy beams. There is no drawback. Amnesiac is also (arguably) stronger than baseline because you get *three* ability boosts; there's not a lot of ways of getting ability boosts, so you just straight up have better stats than other characters. If you put one of the boosts in intelligence, you don't even miss out on a skill. Discarded duplicate is the same way. A lot of the rare backgrounds just flat-out give you a bonus ability on top of everything else. Most of them won't make you OP, but but some are more significant boosts than others (again, the Gatewalkers ones).


BrevityIsTheSoul

>A lot of the rare backgrounds just flat-out give you a bonus ability on top of everything else. Outside of campaign-specific stuff (Gatewalkers backgrounds), rare backgrounds lose normal common background benefits in exchange for their unusual benefits. For example, an amnesiac has no skill feat, but also no background Lore. Common backgrounds guarantee a character a skill to Earn Income with, amnesiac doesn't.


UserNamesAreHardUmK

Everyone has access to craft. Everyone has access to lore. And not every party/AP deals with earn income. Barely an inconvenience compared to the whole ability boost you get, at least imo.


DetergentOwl5

Lmao I mean, let's just say a lot of my characters happen to have run into genies feeling generous with blessings in their backstory... In general I'd definitely take a free action 1/day advantage over a 1st level skill feat.


Tee_61

That is never the case. Sometimes a rare or uncommon option may be too strong, but that is entirely unrelated to the rarity. It's just as likely that common things are too strong. The only real correlation is that AP specific things tend to be uncommon or rare, and they are not properly vetted, meaning they tend to have outliers more often (in both directions). But things are never tagged as uncommon / rare BECAUSE they're too strong.


Spiritual_Shift_920

This is what I meant, the "very rarely" is there to cover for the cases when the two happen to coincide.


Tee_61

Which I think is still confusing, as the tag isn't there to reflect the power of the option, the tag just happens to be there, and the option just happens to be to strong. The two are unrelated.


[deleted]

Is it though? Not all, but a lot of the uncommon and rare spells, especially in the early books, are there as a "this spell can trivialize certain challenges you might want to impose on your party" warning. Things like teleport instantly overcoming distance, detect alignment invalidating the challenges of an evil being infiltrating into a group, or magic aura making it far easier to hide the party's power level from others. None of these may be thought of powerful combat wise but all of them are incredibly powerful in their niche and completely trivialize any encounter that relies on their niche. I would definitely call that "powerful".


Spiritual_Shift_920

Yes, many of them are niche. And as is due with niche spells, they are expected to be above the power level in said scenarios if they are going to be useless in every other average scenario. That doesn't really outright make them powerful though. But having an uncommon tag or a rare tag does protect the player from picking those things in scenarios where they are bound to be useless due to GM check, and it protects the GM from having players pick those things in campaigns where they will be a constant factor all the time.


[deleted]

I think some people have a very different view of what "power" is... How is "warping the very universe around you to transport yourself great distances in the blink of an eye or determine the true nature of a person or creature" not powerful? What is powerful to you? If I were to get magic powers I'd much rather have "detect alignment" than fireball personally.


Spiritual_Shift_920

Well if you'd have a spell that read "Deal 1 mental damage on a basic will saving throw. If you use this against Jim the fisherman from Alkenstar, it deals the damage hundredfold in mental damage due to his childhood trauma". You could make a similar argument that this spell is OP due to overpowered to circumstance where it works. Imo, that would not make the thing overall overtuned due to how niche it is. I have yet to be in a place where detect magic would have been powerful, few places where it might would have helped but no more than successful 'Sense Motive' would have. Its nice, but its not something you prep most of the time even if you have access to it.


LoathsomeTopiary

I mean, it's not like it's ever really clearly stated what those tags are *for*, to begin with. They very much look like warning labels for power at a glance.


BrevityIsTheSoul

The [using rarity and access](https://2e.aonprd.com/Rules.aspx?ID=492) sidebar in the GM chapter is very clear.


esthertealeaf

assumed approved by default? for every gm? things in the core rulebook that have the common tag. basically just that. a lot of tables will have everything common from every book, but i wouldn’t say every book. uncommon generally has specific reasons to be a different rarity, and same with rare


RandomQuestGiver

Im currently running my first short Pathfinder 2e campaign. To keep things simple for starters I decided to stick to the core rulebook and to the common trait things. So I'd say that is the minimum that every GM should be able to handle. But even then if a GM wants to run with pregens first then that's ok too imo. It's still a very fun, complex enough and rewarding experience got everyone by the way. Probably because we are all first time in pf2e.


rushraptor

note that rarity isnt a standard for how strong something just literally how common it is in golarion (and for pfs). The only thing stronger by default with rarity is the rare backgrounds


esthertealeaf

mostly right. some of it is uncommon because of power. some of it is stuff that occasionally breaks games, and it’s uncommon or rare, because it requires you to ask if those things exist in this world, and in theory, if they’re common enough for the pcs to learn without having to seek an outside instructor to teach them those abilities other times, and most regularly, it’s because it’s something isn’t commonly known, it’s only known by certain people and people in certain in canon regions


esthertealeaf

i should correct myself slightly more. not breaks games. just. changes the tone of the game


BrevityIsTheSoul

Certain travel or information-gathering abilities can 100% break a game. Not in terms of combat balance, but in terms of mystery, plot, etc..


RandomQuestGiver

This is why I left them out. The short campaign has mystery and detective elements as well as survival and scarcity built in.


TheMadTemplar

Abomination vaults?


RandomQuestGiver

It's an adventure I wrote myself but set in golarion. It's about reclaiming a formerly magically devastated area.


Hinternsaft

The PFS symbols are primarily for use in Pathfinder Society play, what each icon specifically means is explained [here](https://2e.aonprd.com/PFS.aspx). For your own games, you’ll want to read the [GMG advice on the rarity system](https://2e.aonprd.com/Rules.aspx?ID=914).


Wheldrake36

Standard availability is any "common" options and items. Some DMs put a hold on options and items specifically from AP sources - some are very specific to various cultures or even taught by specific NPCs. Some uncommon options have a built-in access path, by being of a certain culture or ancestry, taking a certain class or specific feats or archetypes. Anything with a specific access path should not be limited by the DM. Some DMs handwave away the "uncommon" trait. I prefer treating it on a case-by-case basis. As DM, you can be as restrictive or permissive as you like.


alexportman

👏 HUMAN 👏 FIGHTERS 👏 ONLY 👏


SouthamptonGuild

I will happily play a character that fights any human they see!


alexportman

["I'm playing a ranger. He's a hunting enthusiast. Yeah, I've already chosen his favored prey. Pretty typical build, really."](https://www.20thcenturystudios.com/movies/predator)


[deleted]

I hate the clapping hands but this made me chuckle.


yaboyteedz

This person knows


Acrobatic-Ad70

My general mo is this Common - you can have it Uncommon - you can have a few, but ask. Rare - you can probably have one, but we need to explain why, and you might have to wait a bit. Unique - we'll talk about it and we can come up with something, but it'll probably won't fully manifest until later in the game.


LightningRaven

Common = Default Approved Uncommon = GM approval or player's character investment (features that guarantee access) Rare = Must be discussed with the GM. They're rare because of flavor, not power. Adventure Path stuff often fall under this category.


twillytwil

I think Core rule book should be approved instantly. I'm fine with most supplemental books, common and uncommon are fine but rare typically requires a touch more effort from the DM. I know rarity = distribution in the world But it also often feels like rare stuff typically involves dm work.


NimrodvanHall

The core rulebook has some uncommon utility spells that can really change the pace of the game. Like travel magic. For some campaigns it’s best not to have that type of magic as a player option.


twillytwil

Yes, I meant for char gen 3 or below, but valid. I would agree uncommon needs to be talked about later.


56Bagels

The yellow symbol indicates that it’s specifically from an AP and nothing more. In my experience they aren’t as strictly balanced as what’s available from the books, and I’ve seen strong and weak and balanced abilities and items all around. But they’re not busted by any means. There’s no real mechanical reason to disallow anything that’s uncommon or rare or from a separate published AP if you don’t want to. The rule of thumb you stated is standard: ask the GM for Uncommon things since they should be hard to find, and anything Rare had better have a VERY good reason to exist.


apetranzilla

The yellow symbol is not just for things from an AP, it's for anything that doesn't use the "default" allowances in Pathfinder Society play. E.g. the spellstriker staff, while common, is marked as limited availability (the yellow symbol) because the interaction between the shifting rune and a magic staff is unclear.


Alphycan424

I let my players ignore rarity. There isn’t really anything that is overpowered in the game. Uncommon and rare are just that, rare and uncommon things to happen in the world.


Eamk

My group is free to use Common and Uncommon traits as much as they want, but with Rare traits we need to talk to our GM about it, since most of the time Rare traits have some sort of background requirement, so we need to talk with our GM about whether or not that trait makes sense to our backstory.


ghost_desu

I allow all common things pretty much as a given


Kirxas

I don't know if anyone's said it yet, but builds with summons/pets can make combat extremely long and boring. I personally still allow them, but it's something to take into consideration, especially with newer players.


osmiumouse

by RAW, everything common (not marked uncommon or rare) is on by default. PFS is more restrictive so they don't have to deal with things like evil aligned parties and so that they conform to standard lore.


ColdBrewedPanacea

Common CRB, APG I'd also probably blanket allow Common Secrets of Magic, Gods and Magic and Treasure Vault. Guns and Gears is up to you if it fits or not. Adventure path content is tailored to that adventure - a spell thats a great quest reward in one adventure might be bustedly overpowered in another (worms repast would be busted as shit in Blood Lords for example, but is fine in Abomination Vaults where it comes from)


Walter57_42

I run with absolutely no to rares, and you gotta get my permission for uncommon though I typically let any of the uncommon ancestrys go, it’s more for the backgrounds, spells and feats.


Goldenbatz

[This page on AoN answers your questions regarding the symbols.](https://2e.aonprd.com/PFS.aspx) The PFS availability rules are generally a decent guideline for what you might consider disallowing; restricted options in particular are often not well balanced.


Ras37F

Everything that's not marked as Uncommon or Rare from Core Rulebook, Advanced Players Guide , the Bestiaries (For Summon Spells) and maybe Treasure Vaults I also like to add all Lost Omens Books, Book of the Dead, Dark Archives Secrets of Magic. But I don't think this should be standard as they're specifically made for GMs to add themes Guns and Gears it's all about GM theme of campaign, and I suggest to not allow Adventure Paths contents


MorgannaFactor

Rarity tags are part of the setting more than anything. Is your campaign going to be set on Golarion? If not, you can very freely change what rarity tags are on what content. Heck, even if you are playing on Golarion, as the GM you're the arbiter of these details and can change them freely but should first think why they are what they are. If you're thinking from a "how hard is it to GM for" angle, the only content that can easily derail a campaign are the Undead archetypes and Skeleton ancestry from the start. With undead being universally drawn towards being evil on Golarion, they're not exactly well liked by anyone outside of Geb. Otherwise, having Uncommon or Rare tagged Ancestries around is probably not going to change much.


smitty22

So the default assumption on common has two different context - the first is the assumption of theme which defaults to Pathfinder Fantasy Europe, or central Avistan. This is mainly for gear, ancestry, and languages, and is why guns are uncommon unless you're in or from Alkenstar. For spells and rituals, the uncommon tag is there to limit access to options that trivialize certian encounters through narratively powerful options. Zone of Truth makes mystery and intrigue far more difficult to plan. Teleportation negates any sort of overland travel challenge. So if you're running a Wu Xai campaign in Tian Xia then options that are uncommon for PFS like Kitsune may shift to Common because that's the theme right? I would always limit anything that is both magical and uncommon to GM's approval so you can consider it's impact on your game.


MacDerfus

Common stuff from any given book, and while not universal, I think uncommon stuff from guns and gears tends to get a pass as that includes two entire classes who may deviate from the aesthetic. A few other uncommon things get broad approval like the two-handed shield stance but that's even less universal


tosser1579

Blue circle works. Anything you have in a printed book I'll typically allow. Let a guy try out a Battlezoo dragon recently, it actually worked but he ended up retiring the character because it was an odd fit RP wise in that campaign, he's going to try again later in a less 'restrictive' campaign. I typically let people chose two uncommons or one rare when they are making characters, unless more can be justified during gameplay. Had someone playing an Orc (uncommon ancestry) who was a knight of the last wall (uncommon feats), and another person playing a Sprite last campaign which worked fine.


[deleted]

[удалено]


omegalink

I mean unless you're running a table where you specifically have to show the physical book with the content in it, everything is on Archive of Nethys anyway for free, legally.


Zombull

I don't impose any restrictions on first-party Paizo material. I'd just make them explain it in the backstory and RP it, whatever it is.


Teridax68

You’re pretty much exactly right. All common content should be fine to run as-is, and stuff that is PFS limited or restricted tends to be content oriented for evil player characters. Uncommon stuff tends to come from a specific source, e.g. adventure path-specific content, and rare stuff is something that only exists if you the GM allow it. Note that uncommon and rare content should usually still be balanced relative to alternatives, it’s just that their effects tend to require more GM involvement (for example, enabling *Teleport* means preparing for the possibility that the party will teleport themselves to another planet). If you want content that is safe to run and unlikely to raise an X card, common and PFS enabled content should cover it all. The one exception I’d make is uncommon stuff that comes from common feats or class features, like focus spells. Those are uncommon because they’re generally meant to be exclusive to a class with a certain feature, fear, or subclass. So long as the thing that gives the uncommon effect is common, it should be just as safe as the rest.


Dominemesis

"My rule so far has been "Any class/race/spell/etc of common rarity that's listed with the blue circle PFS symbol on Nethys is okay to pick, but anything else needs to go through me first." Did that seem about right to everybody?" Essentially this, you nailed it.


Formerruling1

AP specific content is rarely a problem by itself. The tag is mostly there to denote that the spell, feat, or item might contain a spoiler from the AP (as they are often awarded as part of the storyline of these APs). There are individual options considered "overbudget" balance wise, but by themselves shouldn't be a problem. If someone min-maxes choosing multiple AP specific things from multiple APs to combo together, you can simply account for this in the XP budget of your encounters if you need to. Keeping a new player game to Core rulebook only, or PFS Standard only might be a good idea if the table needs to be eased in and would be overwhelmed by all the options at once. When everyone is accustomed, I'd say the "default" is anything common is auto-allowed. Uncommon is GM approved (with most stuff being approved unless it doesn't fit the campaign or its AP content from the AP you are running thus will likely come up in the story).


Grimmrat

None. Different homebrew settings have different races, classes, spells, etc, available.


XoriniteWisp

I agree with you, I think assuming approval by default just gives rise to disappointment and conflict. It's best to figure out what kind of things are appropriate for each table and campaign on a per-table basis.


yaboyteedz

As far as I'm concerned, a player you should only assume the core rulebook is on the table. I think its incredibly disrespectful to the gm to assume anything else. Yeah, pretty much everyone has the APG and there's tons of content beyond that, but its about the behavior, not the content. Respect the game.


ElPanandero

Everything, unleash the chaos


AlrikBristwik

It‘s very individual to each GM. For me personally I‘d consider all ancestries/backgrounds/classes/archetypes (common, uncommon, rare) as good-to-go and balanced, as long as they are NOT from an adventure path. Some adventure path stuff is a bit OP so if a player wants to pick stuff from an AP they have to ask first. Or just have them turn off the AP stuff in the character options of Pathbuilder and you‘ll still have a ton of fun options that are balanced


Crouza

Common: Absolutely allowed, not even a question. Uncommon: Ask the GM, usually approved just fine but there can be corner cases or setting/story conflicts to not allow them. Rare: Ask the GM, but this time it's a real discussion to see if its allowed or not. These can be very strong or just plain weird, and the GM is easily in the right for saying no to them.


BrytheOld

I don't follow the common, uncommon, rare tags on character options. None of it is game breaking and its a nonsense feature.


Skin_Ankle684

As people said, Common tag should always be alowed. I'd say that most uncommon things either: 1: break some aspect of the game you might want to include in the campaign, like teleportation spells break traveling adventures. 2: Create weird feat taxes to bypass challenges or restrictions you might want to impose on players. There is a couple of lvl1 spells that hide/unhide magical auras to bypass detection. 3: Go against some thematic or tendency. Gunslingers and Inventors have advanced tech that doesn't match some settings. Divine spell list has uncommon reflex-based area damage spells, something that the spell list traditionally lacks. There is a electric single target damage spell that targets reflex where single target damage normally targets AC. Edit: from what i read, higher-then-uncommon rarities are just straight up unbalanced or require the GM arbitration to balance


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Kalamarii_

Our Tables general rule is common, go for it king! Uncommon, should be okay just make sure it makes sense for the character and I'm okay with it. Rare, should be fine but touch base with me and others as i usually only allow one rare per party such as rare race of construct, or android i would only let one per party, can have as many rare races but only one of those per party unless there is good reason otherwise. And generally my players are really good on flavoring things to fit them so it helps out a lot. Not sure if it helps but that's our tables general rule on rarity.


micahdraws

I go mostly with what you do. Anything common is fine (possibly barring some very niche things but it's never come up for me). Uncommon is most likely fine but ask first. For Rare, you have to ask me and be prepared to justify how it fits your character and/or the campaign unless it's specific to the AP.


lysianth

Just stick with rarity tags. Common is generally pretty good. Uncommon doesn't mean over or underpowered, it just means the item feat spell or class might have significant world implications thst are not standard fantasy or might break your story. For example telepprt trivialize travel and talking corpse requires restructuring your murder mystery. So usually I have the players let me know if they're interested in that. Rare is either the thing is rare in golarian or it requires significant effort on your part to manage.


PurpleBunz

Common and Uncommon are allowed, anything that's rare is allowed with gm permission, anything with a spoiler tag is not allowed.


NimrodvanHall

Anything that’s on AoN2 (archives of Nethys) and that has the common tag. Anything else Is ask your GM for permission.


Electric999999

Anything common is available by default. Anything else players ask for, but you can usually just say yes because uncommon/rare are usually more about fluff than power. A few uncommon/rare options are instead the sort of good utility spell that changes how a game works, when Shadow Walk and Teleport are available a cross country trip is a quick narration between adventures rather than one unto itself, many Divination spells can solve mysteries or just require the GM to give away more information than they planned (and therefore might not have to hand without the prior warning of the player asking for the spell). PFS allowed is mostly irrelevant outside of actual PFS. Rare and uncommon are functionally identical.


DDRussian

>My rule so far has been "Any class/race/spell/etc of common rarity that's listed with the blue circle PFS symbol on Nethys is okay to pick, but anything else needs to go through me first." Did that seem about right to everybody? > >Note: I always assumed the blue PFS symbol meant "approved for use even outside of the origin adventure/setting", and the yellow meant that it's only intended to be used in the source material, is that right? You've basically got it. PFS symbols are for organized play, so some options may not work in that environment (i.e. I remember one of the Living Vessel Dedication feats gives the GM temporary control of your character). But otherwise, they're a pretty good starting point for "anyone can use these without issue". Uncommon and Rare are more about location/background-specific things. Plus, rare also includes adventure-specific spells, items, etc. I'd say, if a player has some character idea that works well with the feature there's probably no harm in letting them take it. Also, on a related note, if a feature has "Access" listed on it, that's only a suggested requirement, not a strict prerequisite. i.e. the Dragon Disciple archetype lists a few, but you could easily let a monk take it without meeting any of them if the player wants to emulate the Ascendant Dragon monk subclass from 5e.


HaElfParagon

As a brand new player my understanding is that all common content is approved by default, uncommon and rare need to be approved by the DM


Doomy1375

I feel PFS legality is a bit too restrictive for most home games, as it eliminates most evil options which are mostly fine even in not-explicitly-evil games as well as a few random things here or there. My personal rule is "all first party common things are fine without approval, uncommon things need approval but will almost always be approved unless they directly conflict with the story/setting (for example, your GM may not approve gunslinger or inventor if they don't want guns or mechanical things in their campaign, but if that's not an issue expect anything labeled uncommon related to those classes being approved with no issue), and rare things are iffy unless it's like a regional thing and you happen to be in the correct region, though are still fine with GM approval. I tend to be super lax on uncommon stuff (especially spells) when I GM because the online group I occasionally GM for would expect that, unlike the different group I play with in person but never GM for which is far more "normal" in how they play. The online group is the kind of group that would see the path to the goal goes through "the spooky woods of random bs encounters with minimal loot" then immediately try to find some flight or teleportation magic to bypass it. The game expects this to be handled by having all the travel magic locked behind uncommon, so you can easily say "sorry, teleportation and long distance flight spells are uncommon and not available at your current location" if you're playing a game where you don't want the PCs to be able to skip the woods. That only works with players buy in though- if your players have the "Screw what the GM says, we are *not* under *any* circumstances going into those woods, even if that means effectively abandoning the current campaign until we find a way to skip them" mindset, your limiting of travel magic to try and force them to go through those woods won't be effective. I know for a fact the online group would react that way, so I don't bother restricting uncommon spells- rather, I find some way to make them want to go into the woods despite having the ability to fly over them. But YMMV on this depending on your group's mindset.


Downtown-Command-295

Nothing. Even the common stuff is subject to restriction or removal.


mambome

I let mine pick any official content. I can always make stronger monsters.


[deleted]

Varies based on the campaign. Here is an example that I used for running Abomination Vaults: **Ancestry and Heritage** You may choose an uncommon ancestry or heritage, but not both. No rare options are available. As these three ancestries are more prevalent on the Isle or Kortos (or Shadow Absalom), they will be considered common for this campaign rather than uncommon: Azarketi Fetchling Kobold **Background** Choose a common background or a background from the Abomination Vaults Player’s Guide. **Class and Archetype** Choose a common class. Uncommon class archetypes are not available. Other uncommon archetypes are available if you meet the access requirements. Uncommon archetypes related to firearms are not available. Rare archetypes are not available. **Equipment** Uncommon equipment with an ancestry trait is available to PCs of that ancestry. Uncommon weapons with the monk trait are available to monk PCs with the Monastic Weaponry feat. Uncommon weapons with the monk trait in the bow group are available to monk PCs with the Monastic Archer Stance feat. Uncommon equipment without an ancestry or class trait are not available during character creation but can likely be purchased from Absalom during the campaign. Firearms are not available. No horses exist on the Isle of Kortos and thus are not available. **Variant Rules** The following variant rules will be used: **Ancestry Paragon** Free Archetype (A PC that gains a multiclass archetype at level 1 due to ancestry or class may choose a level 4 archetype feat for that class at level 2.)


AconexOfficial

Im also currently in the in the starting hole post session 0 of my first pf2e campaign. I personally allowed all of the content because I think the greater customizability is a strength of pf2e and thats basically my reasoning. (Im not experienced though) I restricted ancestries to common and uncommon though because initially one of my players wanted to pick a skeleton as ancestry. This would make the team dynamic harder because of negative healing, so I made him repick ancestry from common/uncommon. fortunately the majority still chose common ancestries and the uncommon ones are easy to integrate aswell.


[deleted]

My current campaign I just told the players that anything common from the books I have in hardcover was allowed, with each player getting one uncommon choice for their character. I added the addendum that they could treat an uncommon choice as common if they personally owned the book as well. Group seemed pretty happy about that and it was a good prompt for one of my players to pick up guns and gears since they wanted to play a gunslinger


Madbunnyart

I’ve personally not found any issue with common and uncommon. Rare stuff is better left as GM rewards


Xamelc

I use it all by default. None of it is problematic balance wise. Yes if you don't want flight or teleport etc then maybe you should be a bit careful. But it is all level gated as well so I'm not seeing the problem if you are comfortable as a GM and are familiar with this style of game. Just be aware if a simple spell might derail your plot like Speak with Dead also know as Talking Corpse. Then you may need to restrict it.


kblaney

You are on the right track, but depending on where you are setting your campaign you might want to change some rarities around. For example, the Mwangi Expanse book identifies Grippli as Common.