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Burning Questions: Why Do DMs Limit Official WOTC Material?
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<blockquote data-quote="Wheelercub Bear" data-source="post: 7762310" data-attributes="member: 6973920"><p>I allow everything at my table and so do the alternate DMs. I personally feel that if I'm not able to adjust it tweak the existing rules, then I shouldn't be DMing in the first place. Of course this level of freedom came along with 30 years of experience. But one of our alternates has under 5 years and we'll often bounce ideas off each other to ensure balance. That said, we still make mistakes, but nothing that disruptive to the fun. </p><p></p><p>For example, when I started with 5th edition, I didn't realize how balanced everything already was. So when I introduced some legendary items that grew in power with the players, I quickly realized that monsters of the correct CR couldn't hit my players with AC22 and higher. So then I had to raise the HP, AC, and attack bonuses of the monsters. It eventually became a logistical nightmare to DM because everything in modules had to be upgraded. So next campaign, we just stuck to official magic items (and the attunement limitation) or created magic items using the DMs Guide as the templates. </p><p></p><p>But like I said, we use all the books, spells, creatures, and classes. We even use some pretty cool unofficial stuff like the Psionics Handbook which takes the Mystic to the next level, Matt Mercer's Blood Hunter and other classes, and more. As for Healing Spirit, we use the alternate suggestion of healing a number of times equal to twice the ability modifier and it's never been a problem. </p><p></p><p>We also have tweaked other spells to make them more useful such as increasing the level of Shield to be able to Target someone else up to 30 feet, or increase the level of Phantasmal Force to do extra 1d6 damage. Obviously situational, but occasionally comes in handy and gives players more options. We even made the most useless Cantrip in the game useful again. We turned True Strike into a bonus action, and it's become a "trap" in that most of our players feel compelled to take it, but then realize that it competes with their other bonus action abilities and spells. As a result, it gets a tremendous amount of use until 5th level, and then becomes a fallback spell for wizards when they're all out of tricks.</p></blockquote><p></p>
[QUOTE="Wheelercub Bear, post: 7762310, member: 6973920"] I allow everything at my table and so do the alternate DMs. I personally feel that if I'm not able to adjust it tweak the existing rules, then I shouldn't be DMing in the first place. Of course this level of freedom came along with 30 years of experience. But one of our alternates has under 5 years and we'll often bounce ideas off each other to ensure balance. That said, we still make mistakes, but nothing that disruptive to the fun. For example, when I started with 5th edition, I didn't realize how balanced everything already was. So when I introduced some legendary items that grew in power with the players, I quickly realized that monsters of the correct CR couldn't hit my players with AC22 and higher. So then I had to raise the HP, AC, and attack bonuses of the monsters. It eventually became a logistical nightmare to DM because everything in modules had to be upgraded. So next campaign, we just stuck to official magic items (and the attunement limitation) or created magic items using the DMs Guide as the templates. But like I said, we use all the books, spells, creatures, and classes. We even use some pretty cool unofficial stuff like the Psionics Handbook which takes the Mystic to the next level, Matt Mercer's Blood Hunter and other classes, and more. As for Healing Spirit, we use the alternate suggestion of healing a number of times equal to twice the ability modifier and it's never been a problem. We also have tweaked other spells to make them more useful such as increasing the level of Shield to be able to Target someone else up to 30 feet, or increase the level of Phantasmal Force to do extra 1d6 damage. Obviously situational, but occasionally comes in handy and gives players more options. We even made the most useless Cantrip in the game useful again. We turned True Strike into a bonus action, and it's become a "trap" in that most of our players feel compelled to take it, but then realize that it competes with their other bonus action abilities and spells. As a result, it gets a tremendous amount of use until 5th level, and then becomes a fallback spell for wizards when they're all out of tricks. [/QUOTE]
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