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General Tabletop Discussion
D&D Older Editions
What do you ban? (3.5)
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<blockquote data-quote="Ahnehnois" data-source="post: 5425728" data-attributes="member: 17106"><p>I try not to ban too many things outright but to change them into something workable if at all possible. Most of the core rules I use in some form.</p><p></p><p>One thing I do always ban is the paladin class. The code of conduct is destructive to party cohesion and places too many constraints on other players. Also, the paladin is the very definition of a prestige class, so if the party was good and wanted a paladin, I would do the UA prestige version.</p><p></p><p>IMC divinities and dragons are anethematical, are are divine magic and psionics. Thus divine casters cannot gain any psionic power or dragon magic, and dragons and their followers and psychics cannot gain divine magic.</p><p></p><p>I also ban all dragon-hunting classes and feats because killing dragons is not within the PCs reach in my game.</p><p></p><p>I won't allow Tome of Battle because I value the distinction between magical and mundane.</p><p></p><p>I can't think of any spells or feats that I've had to ban. Things like polymorph are implicitly understood to be overpowered, but my players know I'd crack down if they tried to abuse the spells so they don't. Also, no one wants to do the work. Actually, the worst polymorph abuser was me as a player, some time ago before I figured out how powerful it was. Same deal for other open-ended spells like the planar binding. No one tried to abuse it because they know it wouldn't work. The same is true with most things; my rules changes are generally not to fix imbalance but to change flavor.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5425728, member: 17106"] I try not to ban too many things outright but to change them into something workable if at all possible. Most of the core rules I use in some form. One thing I do always ban is the paladin class. The code of conduct is destructive to party cohesion and places too many constraints on other players. Also, the paladin is the very definition of a prestige class, so if the party was good and wanted a paladin, I would do the UA prestige version. IMC divinities and dragons are anethematical, are are divine magic and psionics. Thus divine casters cannot gain any psionic power or dragon magic, and dragons and their followers and psychics cannot gain divine magic. I also ban all dragon-hunting classes and feats because killing dragons is not within the PCs reach in my game. I won't allow Tome of Battle because I value the distinction between magical and mundane. I can't think of any spells or feats that I've had to ban. Things like polymorph are implicitly understood to be overpowered, but my players know I'd crack down if they tried to abuse the spells so they don't. Also, no one wants to do the work. Actually, the worst polymorph abuser was me as a player, some time ago before I figured out how powerful it was. Same deal for other open-ended spells like the planar binding. No one tried to abuse it because they know it wouldn't work. The same is true with most things; my rules changes are generally not to fix imbalance but to change flavor. [/QUOTE]
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What do you ban? (3.5)
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