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General Tabletop Discussion
*Dungeons & Dragons
Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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<blockquote data-quote="Oofta" data-source="post: 7874649" data-attributes="member: 6801845"><p>For #1, I ban a handful of spells for thematic reasons or make minor modifications. For example I've decided that raise dead is difficult and resurrection is pretty much impossible because my campaign is based on Norse mythology where even gods (Baldur) can die. Others I've tweaked. Heat metal allows a con save for disadvantage and the disadvantage only lasts one round. I rule that way because otherwise it's simply too powerful because I have a lot of human or humanoid adversaries and disadvantage with no save is too powerful.</p><p></p><p>So for my group I discuss all this in my session 0/campaign overview that I send to people before inviting them. I do try to keep change fairly minimal, and yes every once in a while I'll have someone leave because they want to play an evil character which is something else I don't allow. </p><p></p><p>Basically I let people know what my rules and restrictions are (main one is limited race choices) and why as soon as possible. I try to work with people to compromise but the world has to make sense to me. Once a campaign has started if I find something problematic I normally won't change it for the rest of that campaign.</p><p></p><p>For #2, Tiny Hut <em>can </em>be useful on a pretty regular basis. Ogres for example are incredibly stupid, its good protection against a lot of wandering monsters out in the wilderness. People can try to camouflage if they're outdoors. Depending on what I've planned, every once in a while I'll have a holy shrine, a benign benefactor or even some hidden alcove where people can rest.</p><p></p><p>This is a bit difficult because I use the alternate rules for longer rests, so a short rest is overnight and a long rest is several days. So I try to not throw too much at people without giving them a rest. On the other hand ff they are doing something incredibly risky and I let them know how difficult it will be then I let the dice fall where they may.</p><p></p><p>I also throw sessions at people where they know there will only be an encounter or two before they get a long rest because going nova can be fun. </p><p></p><p>Does that answer your questions?</p></blockquote><p></p>
[QUOTE="Oofta, post: 7874649, member: 6801845"] For #1, I ban a handful of spells for thematic reasons or make minor modifications. For example I've decided that raise dead is difficult and resurrection is pretty much impossible because my campaign is based on Norse mythology where even gods (Baldur) can die. Others I've tweaked. Heat metal allows a con save for disadvantage and the disadvantage only lasts one round. I rule that way because otherwise it's simply too powerful because I have a lot of human or humanoid adversaries and disadvantage with no save is too powerful. So for my group I discuss all this in my session 0/campaign overview that I send to people before inviting them. I do try to keep change fairly minimal, and yes every once in a while I'll have someone leave because they want to play an evil character which is something else I don't allow. Basically I let people know what my rules and restrictions are (main one is limited race choices) and why as soon as possible. I try to work with people to compromise but the world has to make sense to me. Once a campaign has started if I find something problematic I normally won't change it for the rest of that campaign. For #2, Tiny Hut [I]can [/I]be useful on a pretty regular basis. Ogres for example are incredibly stupid, its good protection against a lot of wandering monsters out in the wilderness. People can try to camouflage if they're outdoors. Depending on what I've planned, every once in a while I'll have a holy shrine, a benign benefactor or even some hidden alcove where people can rest. This is a bit difficult because I use the alternate rules for longer rests, so a short rest is overnight and a long rest is several days. So I try to not throw too much at people without giving them a rest. On the other hand ff they are doing something incredibly risky and I let them know how difficult it will be then I let the dice fall where they may. I also throw sessions at people where they know there will only be an encounter or two before they get a long rest because going nova can be fun. Does that answer your questions? [/QUOTE]
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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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