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Advice: Overpowered Abilities
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<blockquote data-quote="Cascade" data-source="post: 7480015" data-attributes="member: 12879"><p>I play mainly organized play, especially big conventions (Gencon, Origins, WF, Gamehole, etc.) and sometimes spend entire weekends gaming with new people, so you don't always have the choice of game mates. Bad musters happen.</p><p></p><p>I tend to run more inclusive on allowing players to do and try stuff as opposed to banning material.</p><p>Example; I have played a cleric of Bane in AL since season 2 who is now 16th level. Every adventure I start off with introductions and put out an alms box and ask for donations to the church for a blessing in return. Players that do donate anything, get an aid spell of my second highest slot. Those that don't, well don't. I've tracked it on my logs and have received over 2k gold given to the church (I don't keep any). Only twice at conventions can I remember anyone objecting on the RP, more from I'm good and wont donate but I insist you cast the spell on me anyway. I shrug and move on. Other players have commented on how the RP presents the character in a meaningful RP way and sets the tone for the next few hours.</p><p></p><p>If I sit at a table and judge decides not to allow that spell; just because...I have to ask, what else do you think I cant use? I have spirit guardians and my concentration is quite high. I use dimension door as a war cleric to get the drop on opponents...what is taboo on any given day of the week?</p><p></p><p>TL;DR: The judge doesn't always know what the players story or background is for using a spell or feature. How much energy and time he put into the character for the game...the judge can always fix it behind the scenes.</p><p></p><p>...95 is a big number.</p><p></p><p>Also, good and bad judges are easy to see...The Heralds Guild has some very good courses on Judging and "How to Entertain". </p><p>It's never about rules or exclusions...just the players.</p></blockquote><p></p>
[QUOTE="Cascade, post: 7480015, member: 12879"] I play mainly organized play, especially big conventions (Gencon, Origins, WF, Gamehole, etc.) and sometimes spend entire weekends gaming with new people, so you don't always have the choice of game mates. Bad musters happen. I tend to run more inclusive on allowing players to do and try stuff as opposed to banning material. Example; I have played a cleric of Bane in AL since season 2 who is now 16th level. Every adventure I start off with introductions and put out an alms box and ask for donations to the church for a blessing in return. Players that do donate anything, get an aid spell of my second highest slot. Those that don't, well don't. I've tracked it on my logs and have received over 2k gold given to the church (I don't keep any). Only twice at conventions can I remember anyone objecting on the RP, more from I'm good and wont donate but I insist you cast the spell on me anyway. I shrug and move on. Other players have commented on how the RP presents the character in a meaningful RP way and sets the tone for the next few hours. If I sit at a table and judge decides not to allow that spell; just because...I have to ask, what else do you think I cant use? I have spirit guardians and my concentration is quite high. I use dimension door as a war cleric to get the drop on opponents...what is taboo on any given day of the week? TL;DR: The judge doesn't always know what the players story or background is for using a spell or feature. How much energy and time he put into the character for the game...the judge can always fix it behind the scenes. ...95 is a big number. Also, good and bad judges are easy to see...The Heralds Guild has some very good courses on Judging and "How to Entertain". It's never about rules or exclusions...just the players. [/QUOTE]
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