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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
House Rule Patches to 4e
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5728148" data-attributes="member: 5143"><p>I've already tried that approach. All through 2e and 3e, and most of 4e, I banned specific builds as they became too powerful. I discussed the reasons for it and said "Sorry, I just can't allow that, because it is making the game unbalanced and making some people have no fun."</p><p></p><p>But a couple of my players take each banning as a challenge to come up with a different build I haven't banned. I banned a build that allowed someone to teleport 6 times a turn and do 15 points of damage with each teleport to all enemies they were next to when they teleported without an attack roll(some parts of which were later errataed by WOTC). Only to have someone show up with a build that relied on immobilizing an enemy within a wall that did continual damage while lowering their saves to the point that they couldn't ever get out. I ban that one and they come up with a charging build that did 4-6 attacks per round(all free actions, which was later errataed by WOTC).</p><p></p><p>The problem is, as soon as I ban them, they just search the Char Op board for the next most powerful build and make that instead.</p><p></p><p>Over time, I've noticed a general trend in the builds that are overpowered. They rely on a couple of rules loopholes for ALL of them to work. Close the rules loopholes and you ban all of the overpowered builds at once instead of one at a time. I hate to have to constantly micromanage the player's choices. It's too much work for me, and gives me too much of a headache.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5728148, member: 5143"] I've already tried that approach. All through 2e and 3e, and most of 4e, I banned specific builds as they became too powerful. I discussed the reasons for it and said "Sorry, I just can't allow that, because it is making the game unbalanced and making some people have no fun." But a couple of my players take each banning as a challenge to come up with a different build I haven't banned. I banned a build that allowed someone to teleport 6 times a turn and do 15 points of damage with each teleport to all enemies they were next to when they teleported without an attack roll(some parts of which were later errataed by WOTC). Only to have someone show up with a build that relied on immobilizing an enemy within a wall that did continual damage while lowering their saves to the point that they couldn't ever get out. I ban that one and they come up with a charging build that did 4-6 attacks per round(all free actions, which was later errataed by WOTC). The problem is, as soon as I ban them, they just search the Char Op board for the next most powerful build and make that instead. Over time, I've noticed a general trend in the builds that are overpowered. They rely on a couple of rules loopholes for ALL of them to work. Close the rules loopholes and you ban all of the overpowered builds at once instead of one at a time. I hate to have to constantly micromanage the player's choices. It's too much work for me, and gives me too much of a headache. [/QUOTE]
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