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What spells do you ban?
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<blockquote data-quote="nobodez" data-source="post: 3943413" data-attributes="member: 3970"><p>Ban? I don't ban spells. But that's because, of my gaming groups, I've read the books the most, and know the most tricks. If a players delves enough into the books to find a really interesting combo (Aspect of the Earth Hunter, Rapid Burrowing, and Bite of the Werebear for instance), then I let them have it. They still stay mostly out of the PHB anyway (except fro the Orb spells, but I like them, so that's not a problem).</p><p></p><p>As for what I'd ban in your style of game, well, I'd change all the language/transportation/resurrection spells into rituals (using the rules from Unearthed Arcana/d20 Modern's Urban Arcana for Incantations), leaving only Revivify, Last Breath, and Revenance on the normal class lists (since the first two are basically CPR spells, and the third is an artificial ventilator until you can get the CPR).</p><p></p><p>Restrictions? Well, I'd restrict wizards/clerics/druids to a set list of spells that they get to choose from. It's a bit of work, but grab the number of spells for the PHB on each class's spell list, then separate them into Buffs, Debuffs, Damage, Control, and Misc. Then, have the player, when building their character, build a new class spell list fitting spells of each level into those slots. This requires some work, but then you know what kind of spells the characters can and will pick from. Also, this allows your NPCs, if they can do some pre-encounter research, to find the weaknesses in the character's spell lists, and attack those weaknesses.</p></blockquote><p></p>
[QUOTE="nobodez, post: 3943413, member: 3970"] Ban? I don't ban spells. But that's because, of my gaming groups, I've read the books the most, and know the most tricks. If a players delves enough into the books to find a really interesting combo (Aspect of the Earth Hunter, Rapid Burrowing, and Bite of the Werebear for instance), then I let them have it. They still stay mostly out of the PHB anyway (except fro the Orb spells, but I like them, so that's not a problem). As for what I'd ban in your style of game, well, I'd change all the language/transportation/resurrection spells into rituals (using the rules from Unearthed Arcana/d20 Modern's Urban Arcana for Incantations), leaving only Revivify, Last Breath, and Revenance on the normal class lists (since the first two are basically CPR spells, and the third is an artificial ventilator until you can get the CPR). Restrictions? Well, I'd restrict wizards/clerics/druids to a set list of spells that they get to choose from. It's a bit of work, but grab the number of spells for the PHB on each class's spell list, then separate them into Buffs, Debuffs, Damage, Control, and Misc. Then, have the player, when building their character, build a new class spell list fitting spells of each level into those slots. This requires some work, but then you know what kind of spells the characters can and will pick from. Also, this allows your NPCs, if they can do some pre-encounter research, to find the weaknesses in the character's spell lists, and attack those weaknesses. [/QUOTE]
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What spells do you ban?
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