The new, shiny "Stuff I Have/Would Ban" thread!

Are you referring to the races described in the Monster Manuals? If so, there's no need to ban them, because they're aren't intended for pcs, anyway. The stats are for npcs only.

Those yes, as well as minotaurs, which I believe received a writeup in Dragon. I don't want people playing kobolds, orcs, hobgoblins, bugbears, lizardmen, etc. etc. I don't see the MM character stat writeups on all of those as necessarily being solely for NPC's. They seem to be options that the DM might choose to allow for PC races if desired. I've seen those races used a fair amount on the character optimization forums over at the WotC site, generally for stat bonus synergies.

At the time we created characters, we had only the core 3 books to go on, along with the Forgotten Realms player's guide. I told the players they couldn't make a character of any race that didn't have a writeup in the PH or FRPG with the exception of gnomes, if they really wanted to play one. No one did.

Oh, I don't allow warforged either. They need to stay in Eberron where they fit in very well. No sentient robots in my fantasy world please. The restrictions were not done to limit player options so much as to preserve the flavor of that game world. I think that there are a good variety of options for them to choose from still, especially with the addition of the PH2 races.
 

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Never. They attack will and reflex, which are almost always at least 2 less than AC.

which is covered by proficiency bonuses on weapons. You are putting forth that sense non-weapon users attack NAD's that they should do less damage while having a similar chance to hit. That is preposterous.
 

Those yes, as well as minotaurs, which I believe received a writeup in Dragon. I don't want people playing kobolds, orcs, hobgoblins, bugbears, lizardmen, etc. etc. I don't see the MM character stat writeups on all of those as necessarily being solely for NPC's. They seem to be options that the DM might choose to allow for PC races if desired. I've seen those races used a fair amount on the character optimization forums over at the WotC site, generally for stat bonus synergies.

At the time we created characters, we had only the core 3 books to go on, along with the Forgotten Realms player's guide. I told the players they couldn't make a character of any race that didn't have a writeup in the PH or FRPG with the exception of gnomes, if they really wanted to play one. No one did.

Oh, I don't allow warforged either. They need to stay in Eberron where they fit in very well. No sentient robots in my fantasy world please. The restrictions were not done to limit player options so much as to preserve the flavor of that game world. I think that there are a good variety of options for them to choose from still, especially with the addition of the PH2 races.

What about genasi?
 

You are totally right. I should think before I post. :) That being said I don't have a problem with the bracers/armbands. If they want to give up all the other cool options for a static +2 to damage, that's fine. And sorcerers can dual the whole dual implement thing to fill their damage dishing role. Wizards as such shouldn't be focusing on turning out the damage as much as battlefield control anyway.

As far as bloodclaw weapons are concerned, I have two players who use them. We've decided that because the 'damage cannot be prevented in any way' that the bloodclaw damage bypasses temp hp. Furthermore, I've warned them that the weapons are at least a little evil in origin, and that they should be wary if fighting either demons or radiant-type enemies. I haven't quite decided what will happen there, but I think that demons are immune to damage from bloodclaw weapons, and radiant-types would absorb the damage as healing and deal it back to the PC on their next turn.

But that's how I like to run games - let the players deal with consequences if they come up.
 

Surprised there's not more votes for versatile master. That made our list.

I actually would have been happy enough if half-elves got an at-will as part of their race, so I don't mind it as a feat.

That said, I do mind certain at-wills being far too good, but I mind that separately.

And the avenger multiclass that gives you OoE until EoE.
Yeah, that one is especially funny when looking at the old version side by side. I guess it's a _big_ deal to have a Wis of 15 instead of 13.

We also just flat-out banned the orb of imposition so we didn't have to worry about crazy things like the phrenic crown... you can still be a great wand, staff, or tome wizard.
Could just replace it with something less egregious. Also could have all save penalties not stack, in general. That's just a good call.

We banned expertise and gave it out for free; we also banned the 'expertise-like' feats in AP (draconic spellcaster, I think was one).
Yeah, that one is super bad.

For grasping weapon, we required that it be used after you hit with a MELEE attack. Grasping javelins were a little sketchy. :)
I like having options for getting around flyers, so those don't bother me as much, but largely agreed.

I'm on the fence on white lotus...
At the end of the day, I think I'm increasingly less in favor of anything that
makes at-wills better than encounters in or encourages spamming the same at-will. I'll easily admit that I'm okay with some classes getting stronger encounter powers though, which would help with that :)

So, white lotus, a bajillion things that work off charges... just a little too far. I actually like many of the style feats for things like letting you crushing surge on a charge or shift between twin strikes, that kinda thing. Mild changes yes, not massive, I guess.

I'm not entirely sure what I feel about admixture thunder being thrown on everything to make bigger bursts. On one hand it seems stupid. On the other hand I like bigger bursts.
 

Bloodclaw has another issue, which is that powers and items that damage oneself annoy the party's leader (a TacLord) to no end. Our group is a tad short on healing, with the taclord and a fighter/mc cleric. They do just fine, but people causing additional damage to themselves all the time would further deplete the already limited healing resources. And believe me, given one of the players, it would be *all the time*. "More damage? Sign me up! So the warlord has to heal me sooner, or we use up another potion. It's more damage! Rawr!"
My 12th level Fighter for LFR has a standing rule that I'm ALWAYS using Bloodclaw. Since I forget to mention it if I don't say that. So far, I've been averaging about 18-30 damage a combat due to Bloodclaw. Basically, one healing surge.

Since in most LFR adventures, I use about 1-3 healing surges per encounter, 3 encounters per adventure and I have 9 healing surges, I'm not too worried about using up surges. As long as I have a cleric around healing me instead of just spending them myself, the damage is inconsequential.

In an average encounter, I take maybe 30 damage, plus 30 for the Bloodclaw. My healing surge is somewhere around 27. I heal to full with two healing surges as long as I receive any healing at all.
 

I'm not entirely sure what I feel about admixture thunder being thrown on everything to make bigger bursts. On one hand it seems stupid. On the other hand I like bigger bursts.

If you're talking about Gloves of Eldritch Admixture then they are fairly limited in scope permitting the addition of a number of dice, from a pool of 5 per day, as an encounter power. That's one extra thunder power per encounter, though potentially tossing in 5 extra dice can help to end an encounter pretty quickly.
 

Actually talking about the many builds that utilize the feat Arcane Admixture to add thunder to scorching burst, sword burst, etc.
 


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