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What game mechanics etc. do you, the DM, forbid?


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Fighter1

Explorer
Off the top of my head...

No psionics.
The new races from the various race books not allowed
Magic armor shrinks or expand to fit within that size category (medium for medium creatures only, large for large creatures only, etc.).

Feats:
NO monkeygrip; it seems stupid to me to allow this.
NO feats that allow a TWF to have less than a -2 to each attack
NO homebrewed feats
There are a couple others I can't recall

Items:
No obviously underpriced items
NO, and I mean NO animated shields.
 

diaglo

Adventurer
Fighter1 said:
Off the top of my head...

No psionics.
The new races from the various race books not allowed
Magic armor shrinks or expand to fit within that size category (medium for medium creatures only, large for large creatures only, etc.).

Feats:
NO monkeygrip; it seems stupid to me to allow this.
NO feats that allow a TWF to have less than a -2 to each attack
NO homebrewed feats
There are a couple others I can't recall

Items:
No obviously underpriced items
NO, and I mean NO animated shields.

are you sure you aren't a sock puppet for our DM?

Olgar Shiverstone Rejected Craven and Vow of Poverty and Monkey Boy and a whole bunch of other Broken Feats as we presented them flat out. :uhoh:
 

Steel_Wind

Legend
I'm not real partial to item creation feats.

I >>may<< allow it in my current campaign as the theme of it is basically "3.5 RAW: if WotC says it's ok, then go for it (other than as set out in Unearthed Arcana, which is prohibited)."

But generally, I draw the line at item creation.

errm Well, actually - I draw the line in a lot of places :) But for the purposes of this question - item creation is the one that comes to mind most readily :)
 

Fighter1

Explorer
diaglo said:
are you sure you aren't a sock puppet for our DM?

Olgar Shiverstone Rejected Craven and Vow of Poverty and Monkey Boy and a whole bunch of other Broken Feats as we presented them flat out. :uhoh:

You should be honored to have such a wise and intelligent DM!! :)
 

coyote6

Adventurer
Aus_Snow said:
I've seen the Orb spells mentioned on more than one occasion, in this context. A set of spells commonly disallowed, it would seem. I suppose it must be that whole no save, no SR thing right?

I allow them. They're just tweaked so that SR applies. :)

In general, I go case-by-case. Most things, I'm okay with. If I'm not okay, and a player wants it, I try to come up with an altered version that we all can work with.
 

WayneLigon

Adventurer
PHB, DMG, MM are core. Nothing from non-core books without my approval. To me, though, that just goes without saying but I mention it here because others have. Why? Makes it easier to keep track of what is available.

Probably the only thing I can think of is that anyone gaining divine spells must have a patron deity that gives them. The 'godless' option doesn't exist in the vast majority of campaigns I would run though I have a couple I've thought about using where it would make perfect sense. Why? Usually it makes no sense for the world, and it offends my sensibilities.

Most of the 3.0 nerfed spell durations become 10mins/level depending on the spell. Why? I saw no reason for most of the 3.5 changes - to me, 3.0 ran perfectly fine and needed no adjustments - but this one irked me the most and so it was changed. I don't like changing core rules at all but that was just too much.

Otherwise, I haven't had a problem with anything sufficient enough to ban it.
 
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Greg K

Legend
Bards only have access to Charm and Illusion spells (unless they are one of the UA variants in which case they have slightly broader spell access, but lose some of the roguish skills).

Cleric
1. clerics have a more limited list of shared spells than the list in the PHB
2. Clerics do not have spontaneous curing
3. some other mechanical changes
4. Clerics must have a deity

Druid: Replaced by GR's Shaman and my druid variant.

Monks: Don't exist

Paladins: don't exist as a base class

Rangers: don't exist as a base class. Use either the Hunter (UA Barbariant variant) or wilderness Rogue (UA Rogue variant)

Rogues: don't get UMD as a class skill

Sorceror's and Wizards:
1. Several spells either do not exist or have had their level changed
2. Specialist mechanics have changed

Alchemical Items are not allowed
Armor and Weapon types that did not exist in 1e or 2e are not allowed
No riding dogs

With regards WOTC books other than the PHB, DMG, and MM. The following books are not allowed
-Epic Level Handbook
-Deities and Demigods
-Manual of the Planes
-Book of Exalted Deeds
-Psionics Handbook (either version): However, GR's Psychic's Handbook is allowed
-Planar Handbook
-Magic of Incarnum
- Weapons of Legacy

Some material from other WOTC books will be allowed on an indiviual basis with the following exceptions
Complete Books: None of the new base classes will be allowed
Races of...: none of the new races will be allowed
Savage Species: Monster classes are not allowed
 

Storyteller01

First Post
Dropped the exp penalty for multi-classing. Exchanged that for gaining an extra skill point per level of your favored class.

No multiclassing beyond three classes (including PrC's) unless you have a REALLY good reason.
 

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