I have never actually had a problem with charm/dominate in any game I have ever played in, regardless of which side of the DM Screen I am on. But yes, I now understand where you are coming from with banning it.tussock wrote:No, you both missed my attempt at a point, so I'll try again.Drolyt wrote:I'm confused, your solution is to ban stuff that messes with the plot but leave all the stuff that allows casters to dominate in actual play?
Fact: Monsters in 3e are really good, other than their saving throws.
Result: Becoming or controlling a monster of your choice is too good. It worked in AD&D for twenty years because the Fighter was much better than the monsters and so no one much cared. But now, you can't let people have pet monsters, or be monsters, not because you can do interesting things with it (which you totally can and is quite fun), but because they're all much better Fighters than the actual Fighters.
So you only play full casters and make your own Fighters as need be, or ban monster control and polymorph and let people play Fighters as PCs instead.
House rule? The Stronghold Builder's Guidebook has rules for permanent dimensional locks and mind blanks that fill rooms, and forbidance is permanent to begin with. Any place with the money and the need should be warded if your setting makes any sense at all.Fact: 3e teleport (in combination with various things) wins D&D.
Result: everyone pretends they won't use it that way, the DM doesn't murder all the PCs in their sleep, and you don't completely ignore everything he offers and go murder the final boss in their sleep. It's cool, but just ban it. Traveling montages don't actually take up game time, and there's plenty of in-game time-critical ways to move around without it, a lot of them are even super-fun and full of RP goodness.
So you house-rule it out of existence. "No one does that because we pretend it doesn't work." I was just honest enough to ban it.Scry and die isn't a real issue because in any sane setting where it is possible everything important will be warded like Hogwarts, except harder to attack.
And don't fucking well nerf scrying. I hate when people mess with divination in D&D, it's about the best part of playing a spellcaster is being able to solve the puzzles. Even if you have to scry on some minion and then scry who he meets and so on, you can eventually find Bin Laden and flying-carpet your way in to kill the bastard.
Obvious if you can't do that the DM will just have to tell you where Bin Laden is anyway, but fuck that for a game. May as well play 4e and start session with an initiative check.
Fine. Ban the fighters.Planar Binding, Dominate Monster, and Charm Monster are all variously enabled forms of having a pet who is a better Fighter than the Fighter. You can ban Fighters, or ban the charms. Take your pick.Charm and dominate don't work well in combat
There are lots of polymorph homebrews, take your pick. But I forgot the point of the thread was WotC only, so actually go ahead and ban it, if it is causing problems in your game or expected to.It's been 13 years and no one has even come close to fixing Polymorph for d20 without effectively banning it and replacing it with a convoluted combo of Claws of the Wolf, Bull's Strength, and Fly with a tiny duration. You fix the fucking thing if it's so easy., and polymorph... well, it is broken as written, but I think the correct response is not to ban it but to fix it.
Actually banning fighters doesn't violate the rules the OP gave us, and I'm liking that answer more and more.<snips>
But in general the question was how one does D&D with minimal banning and that must include Fighters who mash on the low-punch key all day and Wizards who can actually end fights with a single spell (Wall of Stone or whatever) when things get tough. Because that is D&D. Love everyone's fantasy heartbreaker ideas and shit, but the question was about banning stuff for 3.0 (and 3.5).
Doesn't make it any better.Oh, cry me a river Mr "I had to use a scroll or two today". Fucking hell people are whining bitches about their Wizards.Edit: Also, who cares if spellcasters get extra spell slots? They already have enough to act every turn at high levels, and at low levels it is bullshit that they don't get to act every turn.
Here's the thing, casters by default (at mid-high levels) have too many slots with too high DCs that all recover too quickly, and a quick patch on that is to not make it any worse. Just say'n.
This is totally something you should have mentioned to begin with, because without it your "fix" does shit-all. Polymorph might very well be the strongest spell below 9th level, but banning just the worst spells does very little, and banning all spells that make wizards better than fighters guts the game. I don't know about the OP, but I'd far sooner ban the damn fighters.And yes, as Kaelik says, I home-use DC 15 for all saves and such forever, so my high level monsters and fighters make some saves and that does change things. But another solution is to use so very many monsters all the time that casters run out of save-or-lose spells and it becomes efficient to work on damage promotion in the party because that is something that needs to happen anyway.
Again, I like that spellcasters can actually cast a spell every turn at high levels. Making it so spellcasters can only win a few times per day doesn't fix anything, it just makes the game less fun for everyone and encourages five minute workdays. And if you've already fixed it so spellcasters can't just win with a single spell than you need this "fix" even less.And I also know that the highest level casters can't run out of spells in 3.5, but I did suggest you burn them for building endless extra spells. Banning the purchase of extra spells as scrolls and potions and wands and shit wouldn't hurt either, but it's just not a huge deal to have a small spread of low-level options that can go all day, and I like giving them out as treasure all the time anyway (especially for the monsters to zap away with during battle).