I run a self tought up campaign as a rookie DM, as probably everyone, I have made and still make mistakes. When I started two years ago, it was a small group. I thought and still think I invited a good female friend, and I still think she declined. She said I never invited her, but alas, I let her on anyway. She's a good friend after all.
She does have her perks though, and she wanted quite a non-standard character. I run a 3.5e game, but she found herself to be too limited in the standard classes; she wanted to play a WoT d20 Initiate (and later multiclass into an initiate/aes sedai), and fool that I was, I allowed it.
Damage reduction galore, I toned down Harden Air, and run a VERY tight checkup on which 'weaves' (spells) she'll get. I ruled that Harden Air doesn't kill stuff. Fine, it worked, no 2-saves-and-you're-dead first level spells in my game please.
Yet it turned out I need to consider walls of air popping up continuously, and unbeknownst to me, I just kept on going. Because it's a large group, I rather use large groups to counter.
However, I didn't really notice that virtually all my adventure ideas revolve around how to make things interesting for the party, all the while letting her keep the idea she's actually useful. Thus I try to avoid having dungeons, and when I have them, they're closer to labyrinths. There's always one or two backdoors to any particular place, especially when an encounter is planned on that location.
Now I was talking to another of my players, and he told me I shouldn't let one spell or even her entire character be so much of an issue, and simply DO something about it. Tell her to get a standard character, or replace the faulty spell or spells with something useful to her.
I guess it's pretty much a point, and after she literally sank my maritime campaign by having my beautiful wooden sailing ships into blocks of air, I too am convinced that I should be doing something about it. Even though I've let it drag on for almost two years
.
So I have a couple of questions:
- Do you have any experience with WoT characters in regular D&D settings?
- What would you do in this situation?
- Have I been too nice for the duration of this campaign in regards to her? (Note, my primary concern is that people have fun, which she has, and other players too, yet I can be quite desperate at times, and especially my maritime adventure series kind of 'sank' due to me overseeing the fact that she can sink ships with the damn weave. Though my other players didn't experience it as a failure luckily
).
Note:
Harden air is a variable level 'weave' (spell) which can solidify air. Common uses are: Trapping creatures (rendering single foes useless), making bridges, sealing off one or more corridors in a dungeon. Placing transparent cover.
One of the perks is that you get a single reflex save, and after that nothing helps. The spell can be 'tied off' and stay in effect for several days.
It's full potency? Succeeding a couple of saves, accidentally, and permanently ensnare a great wyrm at level 1. In the most extreme case, prior to my modification it could suffocate anything it successfully 'hit'.
Note2:
She is not bound by her oaths, which I stupidly allowed in my lack of knowledge and DM-experience.
She does have her perks though, and she wanted quite a non-standard character. I run a 3.5e game, but she found herself to be too limited in the standard classes; she wanted to play a WoT d20 Initiate (and later multiclass into an initiate/aes sedai), and fool that I was, I allowed it.
Damage reduction galore, I toned down Harden Air, and run a VERY tight checkup on which 'weaves' (spells) she'll get. I ruled that Harden Air doesn't kill stuff. Fine, it worked, no 2-saves-and-you're-dead first level spells in my game please.
Yet it turned out I need to consider walls of air popping up continuously, and unbeknownst to me, I just kept on going. Because it's a large group, I rather use large groups to counter.
However, I didn't really notice that virtually all my adventure ideas revolve around how to make things interesting for the party, all the while letting her keep the idea she's actually useful. Thus I try to avoid having dungeons, and when I have them, they're closer to labyrinths. There's always one or two backdoors to any particular place, especially when an encounter is planned on that location.
Now I was talking to another of my players, and he told me I shouldn't let one spell or even her entire character be so much of an issue, and simply DO something about it. Tell her to get a standard character, or replace the faulty spell or spells with something useful to her.
I guess it's pretty much a point, and after she literally sank my maritime campaign by having my beautiful wooden sailing ships into blocks of air, I too am convinced that I should be doing something about it. Even though I've let it drag on for almost two years

So I have a couple of questions:
- Do you have any experience with WoT characters in regular D&D settings?
- What would you do in this situation?
- Have I been too nice for the duration of this campaign in regards to her? (Note, my primary concern is that people have fun, which she has, and other players too, yet I can be quite desperate at times, and especially my maritime adventure series kind of 'sank' due to me overseeing the fact that she can sink ships with the damn weave. Though my other players didn't experience it as a failure luckily

Note:
Harden air is a variable level 'weave' (spell) which can solidify air. Common uses are: Trapping creatures (rendering single foes useless), making bridges, sealing off one or more corridors in a dungeon. Placing transparent cover.
One of the perks is that you get a single reflex save, and after that nothing helps. The spell can be 'tied off' and stay in effect for several days.
It's full potency? Succeeding a couple of saves, accidentally, and permanently ensnare a great wyrm at level 1. In the most extreme case, prior to my modification it could suffocate anything it successfully 'hit'.
Note2:
She is not bound by her oaths, which I stupidly allowed in my lack of knowledge and DM-experience.