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<blockquote data-quote="Oofta" data-source="post: 9235860" data-attributes="member: 6801845"><p>I do ban (or modify) some things for both mechanical and thematic reasons.</p><p></p><p>Official Books: </p><p>I only ban things that don't really fit. For example, Eberron's dragon marks. I do ask my players to use my DDB account, so there may be some things I haven't purchased.</p><p></p><p>3PP Books:</p><p>Even before I used DDB, I told people that if they wanted to use 3PP they had to loan me the book and let me think about it. I don't have an issue with 3PP, I use some myself, it's just that the quality can vary.</p><p></p><p>Races:</p><p>I use the same campaign world for all my games and have for decades. I've given a lot of thought to what role the different races have, their cultures and how they fit into that world. So humans, dwarves, elves (high or wood), gnomes, halflings, half-orcs. Occasionally I'll make an exception if I can justify it and if the race can pass as one of the other races. For example, the group was in Jotunheim (land of the giants) and there's a tribe of humans with some giant ancestors that mechanically are goliaths.</p><p></p><p>Classes:</p><p>I don't really ban any classes, although I don't think I've ever had an artificer.</p><p></p><p>Subclasses:</p><p>Some of the warlock classes don't really work for my campaign or I would have a hard time thinking of how to implement some of the hypothetical penalties. Siphon power from a great old one in hopes that they don't notice? What's going to happen if they do? Cthulhu rises from the depths and destroys the world? I guess I don't like empty threats that will never, ever happen. </p><p></p><p>Other than that it's never come up.</p><p></p><p>Features:</p><p>I can't think of any I limit.</p><p></p><p>Magical Items:</p><p>I have a limited magic-mart and limit it somewhat that way. Too many modifiers to armor and shields for example tend to throw the math off so they just aren't for sale often. At least not until very high levels.</p><p></p><p>Non-magical items:</p><p>Nothing I can think of, other than no guns. But those are optional anyway.</p><p></p><p>Rules:</p><p>I think long distance teleportation is kind of boring, so I pretty much ban it. Doesn't really have anything to do with PCs bamfing into or out of places, if I wanted to do that there are plenty of ways in the rules to permanently prevent teleportation and planar travel. For teleportation circle, the sigils for a destination circle are closely guarded secrets. On the other hand, I let casters cast it as a ritual. So if I want to skip travel for story reasons, it can still happen.</p><p></p><p>Speaking of planar travel, shifting from one plane to another is not as simple as casting a spell. You have to find a portal, cast the spell, travel the world tree. The shadowfell and feywild are close enough to the prime material are the exception. There are weak points here and there that allow it.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9235860, member: 6801845"] I do ban (or modify) some things for both mechanical and thematic reasons. Official Books: I only ban things that don't really fit. For example, Eberron's dragon marks. I do ask my players to use my DDB account, so there may be some things I haven't purchased. 3PP Books: Even before I used DDB, I told people that if they wanted to use 3PP they had to loan me the book and let me think about it. I don't have an issue with 3PP, I use some myself, it's just that the quality can vary. Races: I use the same campaign world for all my games and have for decades. I've given a lot of thought to what role the different races have, their cultures and how they fit into that world. So humans, dwarves, elves (high or wood), gnomes, halflings, half-orcs. Occasionally I'll make an exception if I can justify it and if the race can pass as one of the other races. For example, the group was in Jotunheim (land of the giants) and there's a tribe of humans with some giant ancestors that mechanically are goliaths. Classes: I don't really ban any classes, although I don't think I've ever had an artificer. Subclasses: Some of the warlock classes don't really work for my campaign or I would have a hard time thinking of how to implement some of the hypothetical penalties. Siphon power from a great old one in hopes that they don't notice? What's going to happen if they do? Cthulhu rises from the depths and destroys the world? I guess I don't like empty threats that will never, ever happen. Other than that it's never come up. Features: I can't think of any I limit. Magical Items: I have a limited magic-mart and limit it somewhat that way. Too many modifiers to armor and shields for example tend to throw the math off so they just aren't for sale often. At least not until very high levels. Non-magical items: Nothing I can think of, other than no guns. But those are optional anyway. Rules: I think long distance teleportation is kind of boring, so I pretty much ban it. Doesn't really have anything to do with PCs bamfing into or out of places, if I wanted to do that there are plenty of ways in the rules to permanently prevent teleportation and planar travel. For teleportation circle, the sigils for a destination circle are closely guarded secrets. On the other hand, I let casters cast it as a ritual. So if I want to skip travel for story reasons, it can still happen. Speaking of planar travel, shifting from one plane to another is not as simple as casting a spell. You have to find a portal, cast the spell, travel the world tree. The shadowfell and feywild are close enough to the prime material are the exception. There are weak points here and there that allow it. [/QUOTE]
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