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What do you ban? (3.5)
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<blockquote data-quote="GreyLord" data-source="post: 5430660" data-attributes="member: 4348"><p>I don't have a problem with Divine Power, Force Cage, Gate, or Creation.</p><p></p><p>By the time that one can cast Divine Power, there are other more useful spells they could cast. Even when they first gain access to it, it's a one trick pony...and with a whole dungeon or landscape to worry about...the question they have to wonder is WHEN they are going to cast it. If they cast it when they encounter the BBEG, that's probably the best time for them to cast it. It still takes time to cast while everyone else is fighting, and if they are trying to be a melee character...that means they probably are going to be avoiding being hit during that round, or taking hits during that time anyways.</p><p></p><p>At those levels typically things like Freedom of Movement are more useful to the party as a whole anyways in many instances, and even when they find equipment that makes it unnecessary or less necessary, they normally have more important spells to worry about then something trying to replicate what one of the melee characters can already do effectively. Clerical spells can be a limited but essential resource. These can be replicated by other things...but then there are other spells of just as much use. Once they have enough levels to cast it before are at the start of most battles, most have access to other spells with more powerful effects that they'd rather cast in that time.</p><p></p><p>Forcecage is another that can be powerful, but is also limited. Nice spell, but I've never had any problem with it. They use it, overcome an encounter, and go on to the next thing.</p><p></p><p>With Gate, by that point I expect the Wizard to be the Fury of Destruction, annhilation, and with so much knowledge that the entire world probably already is awed by the Wizard's power. Hence, I really have no problems with the spell.</p><p></p><p>Actually, I have very little problems with any spells, and if one actually was unbalancing I'd use my imagination and Rule 0 to put the munchkin in their place.</p><p></p><p>Which brings up another point, Any one of those spells are actually far out done by what I've seen Munchkin players able to pull off at the same power point (aka, the level where the cleric gains access to the spell). In fact, the power a few of them can make their characters be able to do at that point would probably crush the Cleric before they could cast their spell in some instances. (hence why I normally only allow a 3 class maximum, with class planning if they want any of the prestige classes...so I CAN FOREPLAN any munchkin thinking they might be messing around with).</p></blockquote><p></p>
[QUOTE="GreyLord, post: 5430660, member: 4348"] I don't have a problem with Divine Power, Force Cage, Gate, or Creation. By the time that one can cast Divine Power, there are other more useful spells they could cast. Even when they first gain access to it, it's a one trick pony...and with a whole dungeon or landscape to worry about...the question they have to wonder is WHEN they are going to cast it. If they cast it when they encounter the BBEG, that's probably the best time for them to cast it. It still takes time to cast while everyone else is fighting, and if they are trying to be a melee character...that means they probably are going to be avoiding being hit during that round, or taking hits during that time anyways. At those levels typically things like Freedom of Movement are more useful to the party as a whole anyways in many instances, and even when they find equipment that makes it unnecessary or less necessary, they normally have more important spells to worry about then something trying to replicate what one of the melee characters can already do effectively. Clerical spells can be a limited but essential resource. These can be replicated by other things...but then there are other spells of just as much use. Once they have enough levels to cast it before are at the start of most battles, most have access to other spells with more powerful effects that they'd rather cast in that time. Forcecage is another that can be powerful, but is also limited. Nice spell, but I've never had any problem with it. They use it, overcome an encounter, and go on to the next thing. With Gate, by that point I expect the Wizard to be the Fury of Destruction, annhilation, and with so much knowledge that the entire world probably already is awed by the Wizard's power. Hence, I really have no problems with the spell. Actually, I have very little problems with any spells, and if one actually was unbalancing I'd use my imagination and Rule 0 to put the munchkin in their place. Which brings up another point, Any one of those spells are actually far out done by what I've seen Munchkin players able to pull off at the same power point (aka, the level where the cleric gains access to the spell). In fact, the power a few of them can make their characters be able to do at that point would probably crush the Cleric before they could cast their spell in some instances. (hence why I normally only allow a 3 class maximum, with class planning if they want any of the prestige classes...so I CAN FOREPLAN any munchkin thinking they might be messing around with). [/QUOTE]
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