What options have you regreted allowing in your game?


log in or register to remove this ad

I am not the DM in the campaigns in question, but I think I can speak for the DM to say that Race Paragon levels are a mistake.

They end up being another way to minmax multiclass PCs. Now that is not a terrible thing in some cases, but it ends up being a lot of rules bloat for a rather dubious improvement in the game.

My fundamental problem with Race Paragon levels is they do not really achieve the goal of making the character superstereotypical example of that race. If you are an Orc just take the damn Barbarian levels, not Orc Paragon levels.
 

Piratecat said:
I limit divine casters to the number of spells on their original spell list, and allow them to permanently swap out PHB spells for approved spells from the spell compendium. It still gives them the same total number of spells to choose from, but allows them greater choice for what is available.

The very remedy I was planning on using the next campaign I start with the Spell Compendium.
 

Mortellan said:
Frenzied Berserker. Nothing put more fear into the PC's than their own team mate. Totally overshadowed the villains in nearly each and every encounter.


Yeah, never understood how that was a good class when your own team member was your biggest worry.

All a villain needs to do is set up a situation and make the frenzied beserker mad without anyone but the PCs around and you have potential PK.
 

ProtoClone said:
Yeah, never understood how that was a good class when your own team member was your biggest worry.

All a villain needs to do is set up a situation and make the frenzied beserker mad without anyone but the PCs around and you have potential PK.

We had a FB in a group once. We also had an Apostle of Peace in the same group.

What an odd group.

(My PC was a psychic warrior/ psychic weapon master, usually in the shape of a firbolg.)
 




Calico_Jack73 said:
A Human Monk with the Vow of Poverty.

BIG MISTAKE!!!!
Wow. You read my mind!

My TT group got pretty close to a punch-up over that one and it completely broke the game. It reached the stage where two fully grown men were swearing and shouting at each other and one stormed out and refused to communicate with the other for the next week. Fortunately, the situation was resolved and the group prospers to this very day.

There were three main issues.

  • VoP gives the character an awesome array of abilities that aren’t necessarily balanced.
  • We ended up spending more time on the game mechanics than the game itself.
  • It presented all kinds of problems with party treasure… who was entitled to it, how it would be divided, whether it should be donated and who would carry it.
Never again!

I’d also have to agree with the use of Artificers and drawn-out grapple or trip situations.
 

I've found the Vow of Poverty has a weird effect on the game world. Giving *that much* money to the poor results in a rapid change in the economy, where'er you go.
 

Remove ads

Top