Chaosgods |
When I run it, I am debating disallowing undead options at start, but running the game with highly restricted Free archetypes at first, but allow them to unlock different options as they advance. Like have a pool of 7 or 8 generic common ones at first, but have that quickly expand to include undead options eventual (starting with husk zombies and then later ghouls). Characters will be able to freely retrain Free Archetype feats (the campaign rightly gives lots of free time and has the undead advance their plots slowly)…except for one’s that fundamentally change the story arc of your character. Those will require significant story quests to retrain.
Thus if you want to become a lich or mummy or a ghost, you have to survive long enough to unlock those options.
This type of GM feels very (I want the players to play in my story not we play in a story together.) This behavior is way too controlling.