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Legend
Some of these I also follow. From 4, I also don't allow healing from goodberry to benefit from the life cleric's ability. It's not really that overpowered but I feel like it is something that should apply directly to a healing spell like cure wounds or healing word rather than something that you cast to use later. That magic missile ruling didn't make it into the compendium so as far as I'm concerned doesn't exist, not that I'd allow it if it did since rolling once has never been the way that magic missile worked, not changing it now.Gosh, this is going to be a long list, as there are a ton of things that I think exist in the game for no good reason, or should in exist in the game with no good reason not to.
Here are the main ones I can think of right now:
- Ignore most spell components. I still make it so people can't do Verbal components in areas of the Silence spell and similar effects, make sure that they buy expensive material components (sometimes allowing them to do it on the spot, just expending the equivalent gold and being done with it), and other main parts of spell components, but I ignore the whole "you can do spells with Somatic and Material Components (no cost, not consumed) with both hands full as long as one of the hands is holding a spellcasting focus, but not if there aren't any material components (no cost, not consumed)", and I also typically allow players to use material components if they have both hands full as long as the item is on their person. Why in the name of Wizards of the Coast does a spell component need to be in your hands to be consumed? It's not for any balancing reasons, and it's not for any logical reasons (it's magic! surely you can access the magic of your material components that are in your pocket/backpack just as easily as when you're holding them, right!?!?), and it's not for any reason that improves the fun of the game (seriously, who enjoys having to keep track of whether or not they have the hands to access a spell component? No one in their right mind would think that this improves their campaign).
- Ignore most ammunition (and their weight). Of course, I keep track of magical ammunition, and ammunition for rare weapons (firearms, futuristic weapons, etc), but generic, bog-standard arrows? Who the freak wants to mark down an arrow every time the Archer fires one? Who wants to factor in the weight of every arrow they're carrying? I can understand this for some survival-based campaigns and worlds like Dark Sun, but not for the average D&D campaign.
- Ignore the weight of gold, as well as encumbrance. Seriously, nothing is more boring than being slowed down by money. Nothing. Also, I do make sure the individual PCs have enough strength to carry the items they have, but I don't use encumbrance. IMO and IME, it just slows down the game and doesn't add anything positive in exchance.
- A ton of official rulings from Sage Advice/rules from the game that I find nonsensical/not adding to the fun of the game (Goodberry Life Clerics, Magic-Missile being one roll, magical darkness only blocking darkvision if it's explicitly stated, druids not being capable of wearing metal armor/shields but being able to use metal weapons, Magic Initiate and similar Pre-Tasha's feats and races not being able to cast their automatic spells with spell slots from their class, etc).
- Classes/Subclasses/Class-Options that should get the current version of Bladesinger's Extra Attack not getting it for no reasons based on flavor or balance, like Armorer/Battle-Smith Artificers, Blade-locks (I limit it to exclude Eldritch Blast shenanigans), etc.
I don't really worry about encumbrance either, I just allow the PCs to carry what seems reasonable, though thinking about it, the halfling barbarian is a literal pin cushion of weapons.