What options have you regreted allowing in your game?

SpiderMonkey said:
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?
That always seemed like a far superior method, to me. Action points should be treated almost like Iron Heroes tokens: gained quickly, spent frequently, impossible to hoard, and represented by physical objects (poker chips, etc.) rather than numbers on paper.

Ogrork the Mighty said:
Tome of Battle - The Book of Nine Swords.

Never again.
I love the Tome of Battle, but the pre-gen Warblade I handed one of my players for the "Let's teach the White Wolf players D&D Third Edition!" game I'm running has turned out to be a little bit of a monster. I cannot see how this class is balanced with the Fighter, at least at first level. Next time around, there will be houserules.

Tetsubo said:
If introduced after a player starts playing a Warforged it is just slimy... and if I knew that domain existed in a campaign I would never play a Warforged. You might as well just ban the race... I see the creation of this domain as a supremely vindictive act on the part of a game designer... absurd and obscene...
That sounds like a bit of an overreaction. How many Clerics with that one, specific, rather odd domain would you expect to run into? Depends on how evil your DM is, I guess.

I have to agree that it sounds kind of absurd, though.
 

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GreatLemur said:
I love the Tome of Battle, but the pre-gen Warblade I handed one of my players for the "Let's teach the White Wolf players D&D Third Edition!" game I'm running has turned out to be a little bit of a monster. I cannot see how this class is balanced with the Fighter, at least at first level. Next time around, there will be houserules.

Wait until higher levels--once the Fighter gets a second attack and the Warblade is using strikes that only allow one attack things will be more even.
 

billd91 said:
The main problem I see is the divine casters who suddenly have a whole lot more spells avaialble to them.
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.

I haven't regretted allowing the Spell compendium, but we try to be careful when we okay spells from it. Some are better balanced than others.
 


Imruphel said:
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.


Wholeheartedly agree -- touch of golden ice is a royal pain in the butt...My next campaign, this book is no longer on the list of sources we are using.
 




The only thing I can really think of is early on in my DM career I turned a character into a vampire, thinking the party would kill him. Well unfortunately he bit the entire party and turned them as well, I am pretty sure they conspired together to attain such power. As you can imagine the campaign took a very significant turn and I allowed them to play as vampires for about 3 sessions, this got way out of hand quickly, so I killed them all with a town mob and some vampire hunters. Then made them start over again with 1st level characters.

I guess this would have been fine in an actual vampire game, but not in my D&D game. Since then I have not turned a character into anything other than a corpse.

Other than that there are simply some game mechanics that I don't like and house ruled them, but they aren't anything I introduced into the game.
 

Going way back to the spellthief, I think they are fine at higher levels in the game. At low levels they blow because very few things you fight have magic. At high levels nearly every creature has some magical ability to steal.

Also, try one in a party with a warlock. If the warlock has 24 hour invocations, you can both have them now:)
 

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