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View Poll Results: Most broken low-to-mid-level arcane spell?

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  • Polymorph

    44 45.83%
  • Celerity

    28 29.17%
  • Contact Other Plane

    4 4.17%
  • Other

    20 20.83%
  • None of the Above

    32 33.33%
Multiple Choice Poll.
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  1. - Top - End - #1
    Dwarf in the Playground
     
    GnomeWizardGuy

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    Default Which (Core) Spells do you Ban?

    Aside from the Polymorph series (Alter Self, Polymorph, Polymorph Any Object, and Shapechange), are there any Core (or near-core) spells that you routinely ban when DMing?
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    Gareth the human Transmuter
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  2. - Top - End - #2
    Orc in the Playground
     
    Baalzebub's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    Wish, Miracle and similars. Because in the hand of players these spells spoil a lot of fun.
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  3. - Top - End - #3
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: Which (Core) Spells do you Ban?

    I don't ban spells I nerf them (Massive Con damage).
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  4. - Top - End - #4
    Halfling in the Playground
     
    Kobold

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    Default Re: Which (Core) Spells do you Ban?

    Wish and Miracle, simply because if a god is going to help you, they're gonna come down and do it themselves, of their own volition, not because the guy just happens to be willing to give up some XP.
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  5. - Top - End - #5
    Titan in the Playground
     
    Telonius's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    Polymorph.

    Celerity is considered Core?

  6. - Top - End - #6
    Dwarf in the Playground
     
    SwashbucklerGuy

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    Default Re: Which (Core) Spells do you Ban?

    I haven't decided to outright ban anything yet. I *am* nerfing any spells that would change BAB into simply not doing that. So Divine Power gives you +6 to str and 1 hp/level, but nothing else.

  7. - Top - End - #7
    Firbolg in the Playground
     
    Planetar

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    Default Re: Which (Core) Spells do you Ban?

    Polymorph, Polymorph Any Object, and Shapechange are banned for obvious reasons. Ditto no-save ability damage spells like Ray of Stupidity. Alter Self is okay as long as you don't try and combine it with outsider status.

    I try to avoid Disjunction since it can wipe out an entire party's items in one casting, which isn't much fun for anyone.

    Other spells are done on a common sense basis: e.g. using Gate to travel or negotiate a deal with an outsider is fine, but free wishes = no.

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  8. - Top - End - #8
    Halfling in the Playground
     
    NinjaGuy

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    Default Re: Which (Core) Spells do you Ban?

    Another one who bans Wish/Miracle only. But if you have a good DM and follow these spells by the way they are written even they aren't that bad.
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  9. - Top - End - #9
    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: Which (Core) Spells do you Ban?

    I don't ban anything. My players don't normally power-game, and on the few occasions they do I'll just tell them to stop.
    Yes, I have a very nice group. :)

  10. - Top - End - #10
    Orc in the Playground
     
    Golthur's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    Aside from polymorph and wish, not a lot of core banning - more mutual agreements than anything else.

    Disjunction has a "mutually assured destruction" clause associated with it - I don't use it, my players don't use it (and vice versa when I'm playing). Likewise, many of the non-save rays also have mutual-destruction policies.

  11. - Top - End - #11
    Titan in the Playground
     
    Morty's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    Aside from Polymorph, we don't use Rope Trick or similiar spells from preety obvious reasons.
    Last edited by Morty; 2007-03-22 at 10:19 AM.
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  12. - Top - End - #12
    Ogre in the Playground
     
    Lord Tataraus's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    I don't ban spells, though I have never had a wizard use polymorph yet. I just run extrmely low to no magic campiagns where the spellcasters are like Duskblades and Rangers.

  13. - Top - End - #13
    Dwarf in the Playground
     
    Deus Mortus's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    As long as players don't abuse it, they can use it, if they abuse something, it dissapears from their spell list, but only theirs, no need to punish all players for *******ry of one player.

  14. - Top - End - #14
    Dwarf in the Playground
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    Default Re: Which (Core) Spells do you Ban?

    i ban the whole polymorph line (even alterself), and i nerf Miracle so its costs xp just like wish does. I also don't allow shadow contingencies, but thats just a personal flavor issue. I also ban non-core (outside of the PHB) spells on a case by case basis.

    I also nerf spiked chains, no AoO's with it when used as a reach weapon makes it not nearly as nasty.
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  15. - Top - End - #15
    Titan in the Playground
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    Default Re: Which (Core) Spells do you Ban?

    Resurrection, Reincarnation, True Resurrection, Raise Dead.

    Death is death is death, and damn is it permanent.

  16. - Top - End - #16
    Dwarf in the Playground
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    Default Re: Which (Core) Spells do you Ban?

    Quote Originally Posted by Fax_Celestis View Post
    Resurrection, Reincarnation, True Resurrection, Raise Dead.

    Death is death is death, and damn is it permanent.
    never been an issue, no one wants to pay for res in my games, and we have so few clerics (partly because we tend to play Iron Kingdoms which makes healing non-members of your faith ugly) that in party res isn't really an option either.
    when i lay me down to sleep,
    i pray Cthulhu my soul to keep

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  17. - Top - End - #17
    Ogre in the Playground
     
    mikeejimbo's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    The DM for the campaign I'm in doesn't ban Wish or Miracle, he just makes us never want to use them except in extreme emergencies, and he has some limits on what we can wish for.
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  18. - Top - End - #18
    Barbarian in the Playground
     
    RogueGuy

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    Default Re: Which (Core) Spells do you Ban?

    How Celerity is even considered Core (it is, I believe, in the PHBII after all) is beyond me. Banned all the way.
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  19. - Top - End - #19
    Orc in the Playground
     
    Galathir's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    I don't outright ban spells, but I might ban some depending on the campaign, player, and situation.
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  20. - Top - End - #20
    Ogre in the Playground
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    Default Re: Which (Core) Spells do you Ban?

    I [effectively] ban all the magic that raises the dead. The ability to bring back the dead might be out there somewhere, but it's not done as the listed SRD spells.

  21. - Top - End - #21
    Firbolg in the Playground
     
    Emperor Tippy's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    I don't "ban" anything.

    My players know the rules, don't abuse it and you can use it. A disjunction or two throughout your career? Thats fine. A disjunction per encounter? Your enemies start to use it as well.

    Its the same with all spells. As a DM I won't abuse then (short of plot related reasons every now and then) and I expect my players to do the same. If you want to use it every now and then its fine by me. If the wizard wants to go all cheesy for 2 encounters per level I'm fine with it, but much more than that and the baddies start to do it as well.


    As a player I don't abuse them but if they aren't banned I'll put them on my spell list. And prepare one or two per day even. Polymorph can replicate enlarge, shrink, fly, and be a disguise. Just don't abuse it.

  22. - Top - End - #22
    Halfling in the Playground
     
    RedSorcererGirl

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    Default Re: Which (Core) Spells do you Ban?

    I ban things on a case-by-case basis. My players know I hate the Polymorph line, but fortunately, our sorcerer is disinclined to use it. I've also banned all Vigor-line spells higher than Lesser Vigor, because it's just not fair to be able to get back 50hp in downtime without rolling any dice. For a second-level spell. Ridiculous.
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  23. - Top - End - #23
    Ettin in the Playground
     
    MonkGuy

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    Default Re: Which (Core) Spells do you Ban?

    I don't ban any spells, nor does my DM - but we also play extremely low power games 9/10 times. Aside from a single epic game that they've had going for years, that I joined when I met them, the highest level we're running is 6.

    I've considered pulling out some serious cheese at times... particularly in that epic game. Fighting a Deity, yay! I was going to make a bag of holding full of skelebombs for something like 600d6 or more damage, but decided against it. Sure, I can polycheese or skelebomb my way to victory, but that takes a lot of the fun out of things.
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  24. - Top - End - #24
    Bugbear in the Playground
     
    Viscount Einstrauss's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    I consider banning to be a cop-out. If I don't want something in there, I instead decide why I don't want it in there and just remove or alter that function.
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  25. - Top - End - #25
    Dwarf in the Playground
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    Default Re: Which (Core) Spells do you Ban?

    Quote Originally Posted by Golthur View Post
    Disjunction has a "mutually assured destruction" clause associated with it - I don't use it, my players don't use it (and vice versa when I'm playing). Likewise, many of the non-save rays also have mutual-destruction policies.
    Our group has a similar policy regarding Feeblemind.

    Disjunction has never been much of a problem. Our DMs don't tend to use it against players and players who try to use it tend to get chewed out by the other players for destroying potential loot.

  26. - Top - End - #26

    Default Re: Which (Core) Spells do you Ban?

    Quote Originally Posted by talsine View Post
    I also nerf spiked chains, no AoO's with it when used as a reach weapon makes it not nearly as nasty.
    Oh, come on. They can get the same effect as the chain with a guisarme and some armor spikes. The chain's one of the few exotic weapons worth the EWP feat (bastard sword? A feat to go from 1d8 to 1d10? Come on), that's all; no reason to nerf it.

  27. - Top - End - #27

    Default Re: Which (Core) Spells do you Ban?

    Quote Originally Posted by Bears With Lasers View Post
    Oh, come on. They can get the same effect as the chain with a guisarme and some armor spikes. The chain's one of the few exotic weapons worth the EWP feat (bastard sword? A feat to go from 1d8 to 1d10? Come on), that's all; no reason to nerf it.
    Except that it's a dumb weapon and should be nerfed so no one's tempted to use one.

  28. - Top - End - #28

    Default Re: Which (Core) Spells do you Ban?

    And yet you don't see people trying to ban the dire flail.
    And shooting like an arrow every second is somehow possible.

    Banning it for the sake of verisimilitude, okay, whatever (but it's not that bad--there are pictures in the Complete Warrior and PHB II that show non-totally-stupid "spiked chains), but nerfing it is dumb.

  29. - Top - End - #29
    Barbarian in the Playground
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    Default Re: Which (Core) Spells do you Ban?

    My DM hasn't outright banned any spells, and when I'm going to be a DM soon, I won't ban any spells either. If anyone tries abusing them, I will just tell the player to not do that. Simple!

  30. - Top - End - #30
    Halfling in the Playground
     
    Dark_Wind's Avatar

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    Default Re: Which (Core) Spells do you Ban?

    The only core spell I take serious issue with is MDJ, because it's a goddamned tactical nuke, and it will invariably piss someone off if it gets used. People tend to get attached to their magic items.
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    Quote Originally Posted by Morgan_Scott82 View Post
    ...From an in character perspective, being one who knows they're about to face emminant demise, it makes every bit of sense to pursue the course of greatest power...To not try to make your character as effective as possible within the confines of the rules and the characters background, and surrounding environment is to be decidely out of character.




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