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Why do people take such a big issue with spell banning?
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<blockquote data-quote="Luce" data-source="post: 6020016" data-attributes="member: 29760"><p>Few things come to mind.</p><p>1. Since there are so many (more) spells compared to classes a DM may not be aware of all (understandably), so sometimes it results in retro active ban. If the player had been invested building the character for that spell sometimes levels in advance (similar to players getting miffed if you ban a PrC just as they get ready to take it)</p><p>2. Spells are acquired on level up. Often IME players get make their advancement chooses between sessions. Time limitations and all. However, this means that they are already invested in their choice for several days or even more then a week (depending on how often you play). Then they come to the table and puff Denied. </p><p>3. For long time players some spells are iconic. Banning "Animate Dead" or Harm can feel like its taking away from the experience. It is like telling them "OK I will run standard 3.X D&D, but no <insert one or more of the PHB classes here>."</p><p>4. Tools of the trade feel. PrC are (listed as) optional. Spells are not. Players can feel you are nerfing the class. If a martial class player choose it specifically so s/he can play a longbow archer and the DM said "Mnn, no! Too much range, thrown weapons only." they will be pissed.</p><p></p><p>Irregardless of the above I am not saying to give in to the players. Just listing some of the clash of assumptions. The DM is (usually) not out to spoil the fun of the other players, but people sometimes take things personally.</p><p>As always it is good to sit down with the player and get to the bottom of why exactly are they upset. You should not just give in to their demands, but may end up allowing them to redo some of their previous choices.</p><p>For example if they have taken Weapon focus (spell) and you end up banning the "Orb" spells from SC (touch attack roll, save does not reduce damage, no SR), allow them to exchange the feat.</p></blockquote><p></p>
[QUOTE="Luce, post: 6020016, member: 29760"] Few things come to mind. 1. Since there are so many (more) spells compared to classes a DM may not be aware of all (understandably), so sometimes it results in retro active ban. If the player had been invested building the character for that spell sometimes levels in advance (similar to players getting miffed if you ban a PrC just as they get ready to take it) 2. Spells are acquired on level up. Often IME players get make their advancement chooses between sessions. Time limitations and all. However, this means that they are already invested in their choice for several days or even more then a week (depending on how often you play). Then they come to the table and puff Denied. 3. For long time players some spells are iconic. Banning "Animate Dead" or Harm can feel like its taking away from the experience. It is like telling them "OK I will run standard 3.X D&D, but no <insert one or more of the PHB classes here>." 4. Tools of the trade feel. PrC are (listed as) optional. Spells are not. Players can feel you are nerfing the class. If a martial class player choose it specifically so s/he can play a longbow archer and the DM said "Mnn, no! Too much range, thrown weapons only." they will be pissed. Irregardless of the above I am not saying to give in to the players. Just listing some of the clash of assumptions. The DM is (usually) not out to spoil the fun of the other players, but people sometimes take things personally. As always it is good to sit down with the player and get to the bottom of why exactly are they upset. You should not just give in to their demands, but may end up allowing them to redo some of their previous choices. For example if they have taken Weapon focus (spell) and you end up banning the "Orb" spells from SC (touch attack roll, save does not reduce damage, no SR), allow them to exchange the feat. [/QUOTE]
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Why do people take such a big issue with spell banning?
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