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D&D Older Editions, OSR, & D&D Variants
What do you ban? (3.5)
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<blockquote data-quote="CuRoi" data-source="post: 5437485" data-attributes="member: 98032"><p>Back to the topic at hand:</p><p> </p><p></p><p> </p><p>I actually like Gate. I let it be known that it isn't just for cherry picking outsiders from the Monster Manual. There are some serious story implications for messing with outsiders whether asking them to do something or simply trespassing in their space. It allows me to flex my creative muscles as a DM : )</p><p> </p><p>Divine Power, I've never been a fan of. I can tolerate the spell, however I do not allow attmepts to make it permanent whether through items or feats. </p><p> </p><p>Forcecage - I use it on the players as a DM, so it's only fair...</p><p> </p><p>Creation - really haven't had to deal with this one much yet, so no real opinion. I can definitely see how it could become a problem, but until something comes up in game, I generally let it go as written.</p><p> </p><p>I play pretty vanilla rules games so I can focus on story. I've run a single campaign that spans 10 years real time with nothing but the SRD and it works out fine. </p><p> </p><p>That said, I don't play that way because I ban things - I'll look at anything a player brings whether it is home brew, WotC or third party. I may make adjustments to suit the power level of our game (generally low). Most players though, even if they have access to other supplements are happy to play plain core rules. Its the story that gets them hooked.</p><p> </p><p>I think it is all about your group and what they like to do as far as any "banning" is concerned. My group likes useful rules but not when rules start to overwhelm the story. Of course my group has always been a mix of RPers and Power Gamers...and a very strong representation of female gamers. (Right now we've got a female majority and not for the first time.)</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5437485, member: 98032"] Back to the topic at hand: I actually like Gate. I let it be known that it isn't just for cherry picking outsiders from the Monster Manual. There are some serious story implications for messing with outsiders whether asking them to do something or simply trespassing in their space. It allows me to flex my creative muscles as a DM : ) Divine Power, I've never been a fan of. I can tolerate the spell, however I do not allow attmepts to make it permanent whether through items or feats. Forcecage - I use it on the players as a DM, so it's only fair... Creation - really haven't had to deal with this one much yet, so no real opinion. I can definitely see how it could become a problem, but until something comes up in game, I generally let it go as written. I play pretty vanilla rules games so I can focus on story. I've run a single campaign that spans 10 years real time with nothing but the SRD and it works out fine. That said, I don't play that way because I ban things - I'll look at anything a player brings whether it is home brew, WotC or third party. I may make adjustments to suit the power level of our game (generally low). Most players though, even if they have access to other supplements are happy to play plain core rules. Its the story that gets them hooked. I think it is all about your group and what they like to do as far as any "banning" is concerned. My group likes useful rules but not when rules start to overwhelm the story. Of course my group has always been a mix of RPers and Power Gamers...and a very strong representation of female gamers. (Right now we've got a female majority and not for the first time.) [/QUOTE]
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What do you ban? (3.5)
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