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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What (PHB) Spells have you banned/altered?
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<blockquote data-quote="Darren Ravenshaw" data-source="post: 2991954" data-attributes="member: 24166"><p>There are very few spells I have banned, out of all the spells in the PHB, CA, SC, LM i have only banned 4 spells. Of the others that I didn't like I made some adjustments to, with most of them being simple adjustments.</p><p></p><p>The Jump spell is as it is because being required to make a Jump skill check is often the same as making a Save or Die saving throw. Plus there are other spells available that can be used to accomplish the same thing with better results at higher levels, and the higher the level the less use the Jump skill let alone the spell get. Why bother with a +10, +20, or +30 to a Jump check that might fail when you can Levitate, Spider Climb, Tree Shape, Fly, Dimension Door, Stone Shape, Summon Monster/Nature's Ally, etc.</p><p></p><p>The Knock spell is there to back up the Rogue if he fails his skill check, if the group doesn't have a Rogue, if something needs to be opened quickly, etc. Instead of banning it just change it so that a Caster Level check(DC equal to Open Lock DC) is required instead of it automatically working.</p><p></p><p>As for Raise Dead and its ilk, I've made similar adjustment as Airwalkrr, along with making it some what harder to die, and my group has found it keeps Death a thing to be feared, yet something that doesn't ruin all the time and effort they put into their character. Removing it makes the game a very grim game, do so only if your players agree with the change.</p></blockquote><p></p>
[QUOTE="Darren Ravenshaw, post: 2991954, member: 24166"] There are very few spells I have banned, out of all the spells in the PHB, CA, SC, LM i have only banned 4 spells. Of the others that I didn't like I made some adjustments to, with most of them being simple adjustments. The Jump spell is as it is because being required to make a Jump skill check is often the same as making a Save or Die saving throw. Plus there are other spells available that can be used to accomplish the same thing with better results at higher levels, and the higher the level the less use the Jump skill let alone the spell get. Why bother with a +10, +20, or +30 to a Jump check that might fail when you can Levitate, Spider Climb, Tree Shape, Fly, Dimension Door, Stone Shape, Summon Monster/Nature's Ally, etc. The Knock spell is there to back up the Rogue if he fails his skill check, if the group doesn't have a Rogue, if something needs to be opened quickly, etc. Instead of banning it just change it so that a Caster Level check(DC equal to Open Lock DC) is required instead of it automatically working. As for Raise Dead and its ilk, I've made similar adjustment as Airwalkrr, along with making it some what harder to die, and my group has found it keeps Death a thing to be feared, yet something that doesn't ruin all the time and effort they put into their character. Removing it makes the game a very grim game, do so only if your players agree with the change. [/QUOTE]
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Community
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What (PHB) Spells have you banned/altered?
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