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Why do people take such a big issue with spell banning?
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<blockquote data-quote="airwalkrr" data-source="post: 6020186" data-attributes="member: 12460"><p>Why do (some) people take such a big issue with spell banning? My personal experience is that these people are reliant on gaming the system to their own personal advantage. Such individuals naturally gravitate to the most powerful and self-reliant classes, those of spellcasters. So when you take spells out of your game, you are taking away a very real level of control over the game for them. Taking control away from anyone generally leads to mixed feelings at best and anger at worst.</p><p></p><p>Now, I do not mean to denigrate that style of play. It is fine for people who like it. That said, when beginning to play with a new group of players, it is often best to discuss what they hope to get out of the game as well as what their expectations are as to the kinds of rules that will be employed. I have had groups implode and/or split in twain because of serious differences in play style. I prefer players who choose thematic elements to their characters and then try to pick mechanics that fit the theme because I like story-oriented games. But some groups just like marching into dungeons, killing monsters, and looting the bodies; for those groups mechanics ARE the game. And there are positions in between. Before banning a spell or rule, a good DM will talk with his players about his reasons for it, especially if it happens in the middle of a campaign. But I generally do not ban spells or other rules. I allow the three core rule books, and anything else requires permission.</p><p></p><p>There is also a clever DM technique which I like to think of as "the silent ban." If you find something is disruptive to your campaign but realize that taking it away from your players will cause the kind of strife you'd prefer to avoid, you minimize its impact behind the screen. Truth be told, there are ways to counter virtually everything in the game, and they are perfectly fair tools to use in your DM toolbox. Even if you didn't have it in your notes beforehand, if you feel the offending spell is causing problems, there is nothing stopping you from adding it to your notes in the middle of a session behind the screen where the players cannot see. I do not advocate the use of this technique very often, but just often enough to ensure the players are being challenged and not resorting to one simple tactic over and over to achieve success. In other words, adapt.</p><p></p><p>There is also something to be said for saying "yes" to players. If they come up with something clever, such as a cunning use of a spell that might not be what it was intended for, but technically follows the rules of the game, you should let it work at least once. Allow the players to be rewarded for their ingenuity, but if you feel it is the kind of thing that the players will try to exploit over and over, then change things up. Sometimes it is as simple as throwing a golem at them. Spellcasters hate golems. But do not deny them the sweet taste of victory just because it sets back your plans. So they offed the evil villain. No big deal. Unlike the player characters, you can keep coming up with new characters who are tougher and meaner without limit. The evil villain could turn out not to be the true brains behind the operation.</p><p></p><p>I am waxing philosophical a bit too much here, so I will close with this thought: try to put yourself in your players' shoes when you ban something from the game. Think about how you would feel in their place and then try to find an equitable solution that is a middle ground or a win/win.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6020186, member: 12460"] Why do (some) people take such a big issue with spell banning? My personal experience is that these people are reliant on gaming the system to their own personal advantage. Such individuals naturally gravitate to the most powerful and self-reliant classes, those of spellcasters. So when you take spells out of your game, you are taking away a very real level of control over the game for them. Taking control away from anyone generally leads to mixed feelings at best and anger at worst. Now, I do not mean to denigrate that style of play. It is fine for people who like it. That said, when beginning to play with a new group of players, it is often best to discuss what they hope to get out of the game as well as what their expectations are as to the kinds of rules that will be employed. I have had groups implode and/or split in twain because of serious differences in play style. I prefer players who choose thematic elements to their characters and then try to pick mechanics that fit the theme because I like story-oriented games. But some groups just like marching into dungeons, killing monsters, and looting the bodies; for those groups mechanics ARE the game. And there are positions in between. Before banning a spell or rule, a good DM will talk with his players about his reasons for it, especially if it happens in the middle of a campaign. But I generally do not ban spells or other rules. I allow the three core rule books, and anything else requires permission. There is also a clever DM technique which I like to think of as "the silent ban." If you find something is disruptive to your campaign but realize that taking it away from your players will cause the kind of strife you'd prefer to avoid, you minimize its impact behind the screen. Truth be told, there are ways to counter virtually everything in the game, and they are perfectly fair tools to use in your DM toolbox. Even if you didn't have it in your notes beforehand, if you feel the offending spell is causing problems, there is nothing stopping you from adding it to your notes in the middle of a session behind the screen where the players cannot see. I do not advocate the use of this technique very often, but just often enough to ensure the players are being challenged and not resorting to one simple tactic over and over to achieve success. In other words, adapt. There is also something to be said for saying "yes" to players. If they come up with something clever, such as a cunning use of a spell that might not be what it was intended for, but technically follows the rules of the game, you should let it work at least once. Allow the players to be rewarded for their ingenuity, but if you feel it is the kind of thing that the players will try to exploit over and over, then change things up. Sometimes it is as simple as throwing a golem at them. Spellcasters hate golems. But do not deny them the sweet taste of victory just because it sets back your plans. So they offed the evil villain. No big deal. Unlike the player characters, you can keep coming up with new characters who are tougher and meaner without limit. The evil villain could turn out not to be the true brains behind the operation. I am waxing philosophical a bit too much here, so I will close with this thought: try to put yourself in your players' shoes when you ban something from the game. Think about how you would feel in their place and then try to find an equitable solution that is a middle ground or a win/win. [/QUOTE]
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