What options have you regreted allowing in your game?

Piratecat said:
Marshals, as written. They're a weird class because they arguably aren't strong enough and need a full BAB... but as a dip class for high level paladins, they have a substantial and unbalancing effect on the game. Adding charisma bonus to (for instance) every party member's will saves means a whole lot when the high level paladin/marshal's charisma bonus is +9. I've decided to keep it, though, and simply disallow it in my next campaign.

May I humbly suggest my own marshal house rules?

1) Full BAB.

2) A couple of extra skill points.

3) All the auras that use Charisma modifier are limited to either Cha mod or marshal level, whichever is lower.

These make it a much more attractive full class, and a much less attractive dip.
 

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I allowed someone to have an artificer in a non-Eberron game. Didn't work at ALL! My game was fairly low-magic, and the artificer completely dominated almost every scenario.
 

Mouseferatu said:
May I humbly suggest my own marshal house rules?

1) Full BAB.

2) A couple of extra skill points.

3) All the auras that use Charisma modifier are limited to either Cha mod or marshal level, whichever is lower.

These make it a much more attractive full class, and a much less attractive dip.

This is the third bit of houserules that I've copied and pasted from you today. You're my houserule hero.

But for my own game? Action Points.

Let me clarify. I love Love LOVE APs. I just wasn't very clear when I DM'd with them what exactly they could do outside of boosting die rolls. I was even less clear on bookkeeping. It got to the point in a 2-3 year campaign that everyone started losing track of how many they had or were supposed to get per level. It was a mess on my part.

If I ever DM again (let's see how grad school treats me), I'll probably use them but emulate Mutants & Masterminds system of handling it per session (I dunno, maybe 2 or 3?) rather than a set and expendable amount. What do you guys think?
 

During a Forgotten Realms campaign, I let a player select a pixie as his familiar for his Fighter/Sorcerer. The player in question is very fond of animes and unfortunately, the pixie familiar behaved like a hyperactive, super annoying little insect. He took the Improved Familiar feat to get it, and I was okay with that. I had no idea that it would turn into a bad excuse for an anime character... Luckily, he started using it less and less, so it didn't completely ruin the campaign, but I still regret letting him get one.
 

None. I'm too wise/cautious/paranoid :uhoh: to just allow anything without first giving it the hairy eye, and determining for myself with much thought/analysis whether or not it is suitable for use in the game.
 

I have only really regretted stuff from the Book of Exalted Deeds and, more particularly, the Touch of Holy Urine feat (aka Golden Ice, I think). It was just a nightmare to DM because of the silly rule that a ravage adds the opponent's Cha bonus to the ability damage it causes. Also, having to repeatedly roll DC 14 Fortitude saves when the characters were 13th or 14th level became annoying.
 

Piratecat said:
The only other mechanic that springs to mind is the metamagic feat that causes some spell durations to persist for 24 hours. With the players' full approval, we removed it and swapped out the feat for something else of the players' choosing.

Anyone know what feat this is?

As for me, there are some things that I have included in my games that I will probably use differently next time around. There is probably nothing that has totally broken the game one way or the other though.

Olaf the Stout
 


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