Sparafucile
First Post
After DMing 3.5 off and on for 5 years, there are many spells I've never used against players. We've been hearing about 4th edition, and how they have removed save or die effects from the game, and I was wondering how I compare. I still enjoy seeing save or die effects in my games, but only from my players. Never from me as the DM. I've essentially "soft banned" them from myself.
For the first time, I've complied a complete list of the spells I am reticent to use. I'll note again: These spells are not banned from my game, and players are free to use them as much as they want. I just don't use them as DM.
I never use the following, because it slows down game play so much, requiring multiple rolls for each character in the area, on every turn:
Entangle
Web
Confusion (insanity’s okay though, as it affects one PC)
Evard’s Black Tentacles
Holy Word/Blasphemy/Etc. (the confusion effects come up)
I also don't use the following because it requires a stoppage of game time to resolve, even though they only affect a single character. As DM, I can improvise the effects quickly and fairly, but a PC has to play it out by the rules. If the player isn't clueful enough, then it can take twice as long to figure out:
Enervation
Baleful Polymorph
Energy Drain
I never use the following, because they can be a bummer. I actually hate it when a full strength PC is taken out of a fight entirely by a single failed save that has nothing to do with their hit points, ability scores, or their resources. Still, it's always fun whenever a PC does it to me, and often makes a great story for the encounter:
Scare
Death Knell
Phantasmal Killer
Fear
Slay Living
Circle of Death
Flesh to Stone
Disintegrate
Finger of Death
Maze
Symbol of Death
Imprisonment
Power word Kill
Weird
Wail of the Banshee
Implosion
I would like to add the following to the above lists and bury them forever from my NPC's castings, but unfortuantely, I feel like they are necessary spells to use against the PCs. I wish there were ways to speed up their resolution (especially at high levels). For now, they are still used as is:
Dispel Magic
Greater Dispel Magic
Antimagic Shell
Mordenkainen’s Disjunction
I'd also note that certain monsters have abilities that can take out PCs with one save. Except for gaze attacks, which can be avoided in a number of ways, I often do not use that particualr monster's ability. That includes the various fear effects that add frightened or panicked status for more than a couple rounds, death rays (like from a beholder), and so on.
For things like stunning effects that last longer than a round (like a mind flayer), I fudge and make the effect last the minimum duration (as if I rolled 1s). I've also hesitated to use a grapple before, just to speed up game time, but not exclusively.
Has anyone else "soft banned" spells or abilities like this?
For the first time, I've complied a complete list of the spells I am reticent to use. I'll note again: These spells are not banned from my game, and players are free to use them as much as they want. I just don't use them as DM.
I never use the following, because it slows down game play so much, requiring multiple rolls for each character in the area, on every turn:
Entangle
Web
Confusion (insanity’s okay though, as it affects one PC)
Evard’s Black Tentacles
Holy Word/Blasphemy/Etc. (the confusion effects come up)
I also don't use the following because it requires a stoppage of game time to resolve, even though they only affect a single character. As DM, I can improvise the effects quickly and fairly, but a PC has to play it out by the rules. If the player isn't clueful enough, then it can take twice as long to figure out:
Enervation
Baleful Polymorph
Energy Drain
I never use the following, because they can be a bummer. I actually hate it when a full strength PC is taken out of a fight entirely by a single failed save that has nothing to do with their hit points, ability scores, or their resources. Still, it's always fun whenever a PC does it to me, and often makes a great story for the encounter:
Scare
Death Knell
Phantasmal Killer
Fear
Slay Living
Circle of Death
Flesh to Stone
Disintegrate
Finger of Death
Maze
Symbol of Death
Imprisonment
Power word Kill
Weird
Wail of the Banshee
Implosion
I would like to add the following to the above lists and bury them forever from my NPC's castings, but unfortuantely, I feel like they are necessary spells to use against the PCs. I wish there were ways to speed up their resolution (especially at high levels). For now, they are still used as is:
Dispel Magic
Greater Dispel Magic
Antimagic Shell
Mordenkainen’s Disjunction
I'd also note that certain monsters have abilities that can take out PCs with one save. Except for gaze attacks, which can be avoided in a number of ways, I often do not use that particualr monster's ability. That includes the various fear effects that add frightened or panicked status for more than a couple rounds, death rays (like from a beholder), and so on.
For things like stunning effects that last longer than a round (like a mind flayer), I fudge and make the effect last the minimum duration (as if I rolled 1s). I've also hesitated to use a grapple before, just to speed up game time, but not exclusively.
Has anyone else "soft banned" spells or abilities like this?