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How many spells have you banned from your game?
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<blockquote data-quote="ruleslawyer" data-source="post: 1948498" data-attributes="member: 1757"><p>I have to express amazement at this attitude. I've been DM-ing for 17 years now, and while I've tried to stick closely to the RAW, I also have thought it simple prudence and good gaming to make appropriate house rules or rules corrections from time to time. That includes spells. Is it really a point of pride to abstain from changing or banning problematic or unworkable spells? I can't imagine why for three reasons:</p><p></p><p>1) The designers can't be exactly on point all the time. There's a reason why D&D spells have been changed through editions or in errata. Some of them just don't work. I think of 1e <em>tempus fugit</em>, 2e <em>stoneskin</em>, and 3.0 <em>harm</em>, <em>time stop</em>, <em>polymorph</em>, <em>miasma</em>, and several others. Nor does everything get caught with each edition change. I'm still unhappy with <em>disjunction</em>, <em>gate</em>, and a few others.</p><p></p><p>2) Gaming style. Some DMs don't like particular magical capabilities being easily available. I myself am less than fond of easy teleportation, for instance. Some spells may even be completely inappropriate for a particular gaming style (raising and resurrection magic in some games, for instance).</p><p></p><p>3) Why bother with a contrived solution to a problematic spell that stretches suspension of disbelief when you can just get rid of, or substantially changing, the spell? I particularly abhor the mutually-assured-destruction approach to spells like <em>disjunction</em>, for instance, or the tactic that callls for balancing <em>gate</em>'s ruinous might with role-playing restrictions ("Well, every creature you <em>gate</em> will find a way to return to you with its allies and take revenge!") I'm not innocent of this myself; in 2e, when <em>stoneskin</em> was such a problem, I made an entire adventure out of a diamond-dust shortage! </p><p></p><p>Anyway, I don't tend to <em>ban</em> spells, per se, but I do change them around a bit. I tend to use the spell lists from <em>Arcana Unearthed</em> and add on my favorite "iconic" D&D spells; in particular, I think that <em>call outsider</em> and <em>portal to another plane</em> are a far superior alternative to <em>gate</em>.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1948498, member: 1757"] I have to express amazement at this attitude. I've been DM-ing for 17 years now, and while I've tried to stick closely to the RAW, I also have thought it simple prudence and good gaming to make appropriate house rules or rules corrections from time to time. That includes spells. Is it really a point of pride to abstain from changing or banning problematic or unworkable spells? I can't imagine why for three reasons: 1) The designers can't be exactly on point all the time. There's a reason why D&D spells have been changed through editions or in errata. Some of them just don't work. I think of 1e [i]tempus fugit[/i], 2e [i]stoneskin[/i], and 3.0 [i]harm[/i], [i]time stop[/i], [i]polymorph[/i], [i]miasma[/i], and several others. Nor does everything get caught with each edition change. I'm still unhappy with [i]disjunction[/i], [i]gate[/i], and a few others. 2) Gaming style. Some DMs don't like particular magical capabilities being easily available. I myself am less than fond of easy teleportation, for instance. Some spells may even be completely inappropriate for a particular gaming style (raising and resurrection magic in some games, for instance). 3) Why bother with a contrived solution to a problematic spell that stretches suspension of disbelief when you can just get rid of, or substantially changing, the spell? I particularly abhor the mutually-assured-destruction approach to spells like [i]disjunction[/i], for instance, or the tactic that callls for balancing [i]gate[/i]'s ruinous might with role-playing restrictions ("Well, every creature you [i]gate[/i] will find a way to return to you with its allies and take revenge!") I'm not innocent of this myself; in 2e, when [i]stoneskin[/i] was such a problem, I made an entire adventure out of a diamond-dust shortage! Anyway, I don't tend to [i]ban[/i] spells, per se, but I do change them around a bit. I tend to use the spell lists from [i]Arcana Unearthed[/i] and add on my favorite "iconic" D&D spells; in particular, I think that [i]call outsider[/i] and [i]portal to another plane[/i] are a far superior alternative to [i]gate[/i]. [/QUOTE]
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