pogre
Legend
Greetings,
Assume for a moment I am wanting to create a new campaign world for a D&D campaign.
There are certain spells that inherently change assumptions about the world - Teleportation, wind walk, scry, etc. These spells could lead to a "flavor" in the campaign I don't want.
I have previously banned a few races and classes, but have never touched base spell lists.
Have you removed spells in your "campaign bible" not for rules or mechanical considerations, but to maintain the assumptions of your campaign? How did it work out? Did your players resent the change(s)?
For example, I would like for long distance travel to be meaningful at higher levels in my next campaign - as a result, I am considering banning most fast travel and communication spells.
I appreciate your thoughts,
pogre
				
			Assume for a moment I am wanting to create a new campaign world for a D&D campaign.
There are certain spells that inherently change assumptions about the world - Teleportation, wind walk, scry, etc. These spells could lead to a "flavor" in the campaign I don't want.
I have previously banned a few races and classes, but have never touched base spell lists.
Have you removed spells in your "campaign bible" not for rules or mechanical considerations, but to maintain the assumptions of your campaign? How did it work out? Did your players resent the change(s)?
For example, I would like for long distance travel to be meaningful at higher levels in my next campaign - as a result, I am considering banning most fast travel and communication spells.
I appreciate your thoughts,
pogre
 
				 
 
		 
 
		 
 
		 Longer-range, say between two party home bases, also adds to the fun.
  Longer-range, say between two party home bases, also adds to the fun. 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		