Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Beyond Releases 2023 Character Creation Data
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Oofta" data-source="post: 9253326" data-attributes="member: 6801845"><p>You've said they're an issue for you, I've tried to explain why many of them are not. Having to challenge a party based on their capabilities is something every DM is faced with.</p><p></p><p></p><p></p><p>It's a concentration spell, you still need to physically walk around, it is not invisible, if it takes any damage it disappears. I see nothing that says it can move through obstacles or fly so I would rule that it cannot. It can't interact with the world around it other than to speak so I would rule that it can't even open a door.</p><p></p><p></p><p></p><p>I simply have a document stating what house rules and rulings I make. It's pretty short, less than a page if I printed it out. I've included spell modifications below.</p><p></p><p>I have no idea what "Manifest Mind" is. It's not a spell, I couldn't find it with a search. Forbiddance - that's actually an interesting use of the spell, personally I'd just add that to my list of "it doesn't work that way". Banishment is one I tweak. See below.</p><p></p><p>I've tried to tell you what I do to resolve the problems. Part of it is just an agreement with the group, if the PCs use something, I can use it as well. Start counterspelling? Well, I find it boring, but suddenly enemy mages frequently have counterspell as well (I regularly change NPC spell lists anyway). Is that really the kind of game you want to play?</p><p></p><p>My current house rule list concerning spells is something I include when I invite people to the game and reiterate during session 0. My list is:</p><p></p><p style="margin-left: 20px">For thematic and game play reasons, a few spells have been modified or banned. I don't use standard D&D cosmology, I use realms loosely based on the 9 worlds of Norse mythology, to travel between planes you have to travel the great tree Yggdrasil, and even then unless you are a god passage may be blocked. Passageways exist to travel the tree but they are rare and must be opened with a Plane Shift spell (see below).</p> <ul> <li data-xf-list-type="ul">Banishment doesn't send anything back to it's home plane unless it was summoned. In that case a temporary portal has been opened that can be severed. A creature that is permanently on your current plane can be sent back, if you are close to a passageway back to their home plane of existence. </li> <li data-xf-list-type="ul">Plane Shift can be used to open a doorway passage that leads to a path traversing Yggdrasil to another realm. It does not create a new passageway, it must already exist.</li> <li data-xf-list-type="ul">Teleport is unreliable over long distances and has a much greater chance of failure than standard. An item associated to a location can't be just any random object from that location, it has to have special significance and association to the location.</li> <li data-xf-list-type="ul">Teleportation Circle spell does not automatically grant you the sigils for other circles, the sigils are a closely guarded secret. The spell can, however, be cast as a ritual.</li> <li data-xf-list-type="ul">Raise dead is possible, but this is a cosmology where even gods can die. The spirits of the dead travel through Nifleheim on their way to their final resting place, once there it is virtually impossible to bring them back. Revivify works as normal because the spirit is still connected to the body. Raise Dead requires a special quest. Resurrection is only possible under very unusual circumstances.</li> <li data-xf-list-type="ul">Tiny Hut stops all attacks in both directions, you can't attack anything outside the hut from inside. In addition, the hut does not have an impenetrable floor since it's a dome.</li> </ul><p>There are some other things that I could add if they were abused I suppose. For example I've never had anyone seen anyone use Forbiddance so it's never come up. I don't ever argue about my house rules with people, I just let people know what they are. I'll discuss how I do things with people but ultimately I make the final call. I let people know that I will do my best to be fair but I don't care for exploits especially because anything the PCs do their opponents can also do. I don't argue with people about any of this, if someone can't accept my rulings they are free to leave. </p><p></p><p>NOTE: concerning Forbiddance if it ever comes up I'll just make a house rule that if the spell would immediately damage any creature when you cast the spell, it fails. After all, any spell the PCs can use, the opposition can use as well. If someone had taken the spell with this in mind, I'd let them swap it out for something else.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9253326, member: 6801845"] You've said they're an issue for you, I've tried to explain why many of them are not. Having to challenge a party based on their capabilities is something every DM is faced with. It's a concentration spell, you still need to physically walk around, it is not invisible, if it takes any damage it disappears. I see nothing that says it can move through obstacles or fly so I would rule that it cannot. It can't interact with the world around it other than to speak so I would rule that it can't even open a door. I simply have a document stating what house rules and rulings I make. It's pretty short, less than a page if I printed it out. I've included spell modifications below. I have no idea what "Manifest Mind" is. It's not a spell, I couldn't find it with a search. Forbiddance - that's actually an interesting use of the spell, personally I'd just add that to my list of "it doesn't work that way". Banishment is one I tweak. See below. I've tried to tell you what I do to resolve the problems. Part of it is just an agreement with the group, if the PCs use something, I can use it as well. Start counterspelling? Well, I find it boring, but suddenly enemy mages frequently have counterspell as well (I regularly change NPC spell lists anyway). Is that really the kind of game you want to play? My current house rule list concerning spells is something I include when I invite people to the game and reiterate during session 0. My list is: [INDENT]For thematic and game play reasons, a few spells have been modified or banned. I don't use standard D&D cosmology, I use realms loosely based on the 9 worlds of Norse mythology, to travel between planes you have to travel the great tree Yggdrasil, and even then unless you are a god passage may be blocked. Passageways exist to travel the tree but they are rare and must be opened with a Plane Shift spell (see below).[/INDENT] [LIST] [*]Banishment doesn't send anything back to it's home plane unless it was summoned. In that case a temporary portal has been opened that can be severed. A creature that is permanently on your current plane can be sent back, if you are close to a passageway back to their home plane of existence. [*]Plane Shift can be used to open a doorway passage that leads to a path traversing Yggdrasil to another realm. It does not create a new passageway, it must already exist. [*]Teleport is unreliable over long distances and has a much greater chance of failure than standard. An item associated to a location can't be just any random object from that location, it has to have special significance and association to the location. [*]Teleportation Circle spell does not automatically grant you the sigils for other circles, the sigils are a closely guarded secret. The spell can, however, be cast as a ritual. [*]Raise dead is possible, but this is a cosmology where even gods can die. The spirits of the dead travel through Nifleheim on their way to their final resting place, once there it is virtually impossible to bring them back. Revivify works as normal because the spirit is still connected to the body. Raise Dead requires a special quest. Resurrection is only possible under very unusual circumstances. [*]Tiny Hut stops all attacks in both directions, you can't attack anything outside the hut from inside. In addition, the hut does not have an impenetrable floor since it's a dome. [/LIST] There are some other things that I could add if they were abused I suppose. For example I've never had anyone seen anyone use Forbiddance so it's never come up. I don't ever argue about my house rules with people, I just let people know what they are. I'll discuss how I do things with people but ultimately I make the final call. I let people know that I will do my best to be fair but I don't care for exploits especially because anything the PCs do their opponents can also do. I don't argue with people about any of this, if someone can't accept my rulings they are free to leave. NOTE: concerning Forbiddance if it ever comes up I'll just make a house rule that if the spell would immediately damage any creature when you cast the spell, it fails. After all, any spell the PCs can use, the opposition can use as well. If someone had taken the spell with this in mind, I'd let them swap it out for something else. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Beyond Releases 2023 Character Creation Data
Top