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Advice: Overpowered Abilities
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<blockquote data-quote="5ekyu" data-source="post: 7480474" data-attributes="member: 6919838"><p>To the poster of the original question :</p><p></p><p>When i Gm its almost always for campaign games in settings. I really dont do Al at all and also rarely do pick-up table GMing. So, i have no problem with banning or adjusting anything that is clearly out of whack with the setting and other aspects of the game we are trying to play. if it causes a significant enough warping of the game style and "reasonable" its gone. Honestly i have found most often just a simple ban is easier to handle for both me and the players than a series of trial and error educated guess try to make it work back somehow Humpty Dumpty after the fall BS. Clean break. Move on.</p><p></p><p>IF it gets in play however, its a unanimous decision to cut it out or change it. </p><p></p><p>Exception: levels 1-4 in my games are "intro levels" where players are allowed to adjust change retro redo etc. The game effectively starts at 5th using 1st-4th as warm-up try different things. So we will *sometimes* allow questionable stuff then for a test to see if it does what we expect. But a final decision is made by 5th.</p><p></p><p>Healing Spirit does not exist in my games and wont. then again neither do healing pots on demand that restore hit points on their own*. Helps us get the gameplay feel we want in the setting.</p><p></p><p>* The healing pots in my game allow you to spend your own HD without a short rest. Cheap ones allow 1HD. So they just speed up your healing without short rests but your character HD and limits determine your recovery and limits. All HD recover at long rest but HP do not. NET RESULT the gold for HP sink does not happen.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7480474, member: 6919838"] To the poster of the original question : When i Gm its almost always for campaign games in settings. I really dont do Al at all and also rarely do pick-up table GMing. So, i have no problem with banning or adjusting anything that is clearly out of whack with the setting and other aspects of the game we are trying to play. if it causes a significant enough warping of the game style and "reasonable" its gone. Honestly i have found most often just a simple ban is easier to handle for both me and the players than a series of trial and error educated guess try to make it work back somehow Humpty Dumpty after the fall BS. Clean break. Move on. IF it gets in play however, its a unanimous decision to cut it out or change it. Exception: levels 1-4 in my games are "intro levels" where players are allowed to adjust change retro redo etc. The game effectively starts at 5th using 1st-4th as warm-up try different things. So we will *sometimes* allow questionable stuff then for a test to see if it does what we expect. But a final decision is made by 5th. Healing Spirit does not exist in my games and wont. then again neither do healing pots on demand that restore hit points on their own*. Helps us get the gameplay feel we want in the setting. * The healing pots in my game allow you to spend your own HD without a short rest. Cheap ones allow 1HD. So they just speed up your healing without short rests but your character HD and limits determine your recovery and limits. All HD recover at long rest but HP do not. NET RESULT the gold for HP sink does not happen. [/QUOTE]
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