Never ran any campaing with these, and I am planning to run one as a GM and it will be the first time I have Homebrews that ban/remove stuff rather than add/buff stuff. It is a new thing I want to try out.
Could you please provide honest feedback about these:
Banned for Crafting:
Ring
Rod
Scroll
Staff
Wand
Wondrous Item
Enspelled Weapons, Items & Armor
Banned Items:
Magic weapons work like Thor’s Hammer, if you do not have enough dedication to the ways of the sword you cannot use it
All Weapon & Armor for Wizards, Bards, Clerics, Druids, Warlocks, Sorcerer
Rare, Very Rare and Legendary Weapon & Armor for Paladins, Rangers
Magic Armor with +3 bonus
Circle Spells:
Banned
Banned Spells:
Hypnotic Pattern
Shield
Forcecage
Simulacrum
Mordenkainen’s Magnificent Mansion
Demiplane
Leomund’s Tiny Hut
Etherealness
Wall of Force
Banishment
Forbiddance
Nystul’s Magic Aura
Polymorph
Mordenkainen's Private Sanctum
Summon Nerfs:
Total HP halved, all positive modifiers halved, damage halved (stacks with modifier halved)
Nerfed Spells:
Phantom Steed: only 1
Suggestion & Mass Suggestion: needs to be reasonable
Why can't Palis and Rangers get cool magic items? Paladins have A LOT of very rare and legendary weapons SPECIFICALLY FOR THEM. Debuff spells are not that broken. It's already pretty likely that a creature will save on the first or second repeat save. You should nerf, not ban, the powerful spells. You banned Shield but not Silvery Bars?
Why can't Palis and Rangers get cool magic items? Paladins have A LOT of very rare and legendary weapons SPECIFICALLY FOR THEM. Debuff spells are not that broken. It's already pretty likely that a creature will save on the first or second repeat save. You should nerf, not ban, the powerful spells. You banned Shield but not Silvery Bars?
Hi, thank you for your answer. I will provide my reasoning, you can tell me if it is wrong.
Paladins do not need the Holy Avanger because it is already in them. They can smite, and have holy aura. 2d6 vicious weapons + smites + spells with Paladin is very overtuned. Fighters do not scale, and need the damage much more. That balances the Paladin and buffs weaker classes.
They are not broken, but they can be with combos, and most of them are overtuned anyway despite not being flat out broken.
Maze requires a 20 Intelligence check to escape. Tarrasques have -4 on Intelligence, meaning it is impossible to escape. That is a broken aspect of the game. Plus, often some characters have +0 on saves at high level, and with DCs of 20+ they are expected to be banished from playing entirely which is not fun.
I tried nerfing spells before, but players did not like many pages long of homebrew, and with how it is I can fit it all in one page. Plus, some needed nerfs change the core way these spells work, meaning what you are doing in practice is removing a spell and adding another one with the same name. Banning is just cleaner and simpler.
Shield is OP. Even +2 AC as reaction for a whole round is really overtuned for 1st level. You either butcher it or remove a core trait like slot level. On a second thought, Silvery Bars can be equally spammed at high-level. So you are right, if Shield was banned, Silvery Bars may also be.
I would not want to play with any of these limitations, let alone all of them. It seems like it would suck all the fun out of the game for no good reason.
What is your reasoning behind doing all of this banning?
Hopefully making the CR system work better and monster do not insta die and there is no imbalance on the team that requires me to homebrew magic weapons.
What is your reasoning behind doing all of this banning?
Hopefully making the CR system work better and monster do not insta die and there is no imbalance on the team that requires me to homebrew magic weapons.
To be brutally honest, this kinda feels like your car got dinged in a parking lot and you felt the best way to fix it was to drive the car into a lake.
The CR system is always going to be a 'guideline' at best. Certain parties will always do better against certain monsters/encounters, and worse against others.
Also, the CR System is entirely superfluous. You can run a complete campaign without ever using it. And you are breaking a host of other systems in order to get that one unnecessary system to work.
Why can't druids, clerics bards or warlocks have armour? They have specific archetypes and class features.based on wearing armour. It's actually pretty bad for the game for player characters to have massively divergent ACs, because it means in any scenario where the squishy characters can't avoid being targetted by enemy attack - e.g. highly mobile enemies, enemies with ranged attacks, combats in confined areas, or ambushes, those characters are just instantly down and spend the whole combat whack-a-moling with Healing Word which just isn't fun. The rest of the time those characters spend all combat hiding behind a wall and popping out on their turn to fire something off then ducking back behind the wall. As far as I know, no TTRPG is designed that way, they all keep PC AC approximately equal.
I get banning simulacrum, or at least nerfing it heavily, but most of those banned spells are what makes it FUN to play a wizard/sorcerer/warlock. And don't forget that it isn't just the party who can cast overpowered spells. Have the BBEG counterspell at ninth level or even have it cast some of the spells you're worried about.
The CR system is always going to be a 'guideline' at best. Certain parties will always do better against certain monsters/encounters, and worse against others.
Also, the CR System is entirely superfluous. You can run a complete campaign without ever using it. And you are breaking a host of other systems in order to get that one unnecessary system to work.
Why can't druids, clerics bards or warlocks have armour? They have specific archetypes and class features.based on wearing armour. It's actually pretty bad for the game for player characters to have massively divergent ACs, because it means in any scenario where the squishy characters can't avoid being targetted by enemy attack - e.g. highly mobile enemies, enemies with ranged attacks, combats in confined areas, or ambushes, those characters are just instantly down and spend the whole combat whack-a-moling with Healing Word which just isn't fun. The rest of the time those characters spend all combat hiding behind a wall and popping out on their turn to fire something off then ducking back behind the wall. As far as I know, no TTRPG is designed that way, they all keep PC AC approximately equal.
They can use armor. They cannot use magic armor or enspelled armor.
Why can't druids, clerics bards or warlocks have armour? They have specific archetypes and class features.based on wearing armour. It's actually pretty bad for the game for player characters to have massively divergent ACs, because it means in any scenario where the squishy characters can't avoid being targetted by enemy attack - e.g. highly mobile enemies, enemies with ranged attacks, combats in confined areas, or ambushes, those characters are just instantly down and spend the whole combat whack-a-moling with Healing Word which just isn't fun. The rest of the time those characters spend all combat hiding behind a wall and popping out on their turn to fire something off then ducking back behind the wall. As far as I know, no TTRPG is designed that way, they all keep PC AC approximately equal.
They can use armor. They cannot use magic armor or enspelled armor.
Why can't druids, clerics bards or warlocks have armour?
Oh wow, I totally missed that part. All of that is ridiculous but Clerics not being allowed to wear any armor at all is totally insane.
This is not what the thing says at all. Clerics, Wizards or whatever classes are able to do whatever armor they are proficient in, even Heavy armor if they have the feat. They are not able to use armor classified as a magic item.
So they cannot be attuned to an enspelled +3 AC armor that gives them 6 charges of Shield for example.
BTW, as a 1st level spell, the Shield is classified as Common, meaning it can be done in 5 days with 50 GP enspelled on any item, let's say a dagger. So you can basically hire 10 hirelings for 20GP in total to help you get it done in 0.5 days of work, which is 4 hours. Let's double that, this time enspelling a dart for the rest of the day with Shield. That gives you 12 castings of Shield per day, costing 140GP in total and taking only 8 hours, which is very manageble at low levels, even at THE CHARACTER CREATION. Imagine starting the game with 12 shield casts?
It does not end there. You can have multiple items, and carry them all with you. Whenever you use all of the charges 18 charges of your three attuned items, you can drop their attunement and get more 18 charges with other items after a short rest. You can also enspell other spells on them, basically giving you 50+ spell slots by levels 4-5.
As a DM what should I do? Give the entire party super low amounts of GP only because of what that one Wizard can do? Should I just put a plot where they have to be constantly doing stuff without any money or time to chill because "the world is about to be destroyed" or whatever (I have done that and players complained)? Or can I just ban these magic items from being crafted, so I can control how many of these items they can get so they do not break the game? I think the last option sounds more reasonable.
Why can't druids, clerics bards or warlocks have armour? They have specific archetypes and class features.based on wearing armour. It's actually pretty bad for the game for player characters to have massively divergent ACs, because it means in any scenario where the squishy characters can't avoid being targetted by enemy attack - e.g. highly mobile enemies, enemies with ranged attacks, combats in confined areas, or ambushes, those characters are just instantly down and spend the whole combat whack-a-moling with Healing Word which just isn't fun. The rest of the time those characters spend all combat hiding behind a wall and popping out on their turn to fire something off then ducking back behind the wall. As far as I know, no TTRPG is designed that way, they all keep PC AC approximately equal.
They can use armor. They cannot use magic armor or enspelled armor.
Why?
I will provide an answer to why. Because it was the best thing I could come up with. However I am extremely opened for any other options. How else could I do it? I am a novice DM just trying to run nice games with my friends. What I say is not 100% what I am doing. I came here so people to give me feedback. If that is bad, what should I do instead?
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Never ran any campaing with these, and I am planning to run one as a GM and it will be the first time I have Homebrews that ban/remove stuff rather than add/buff stuff. It is a new thing I want to try out.
Could you please provide honest feedback about these:
Banned for Crafting:
Banned Items:
Circle Spells:
Banned Spells:
Summon Nerfs:
Nerfed Spells:
Spell & Abilities with long lasting effect:
Potion Nerfs
Natural Flight
Extra rules:
Why can't Palis and Rangers get cool magic items? Paladins have A LOT of very rare and legendary weapons SPECIFICALLY FOR THEM. Debuff spells are not that broken. It's already pretty likely that a creature will save on the first or second repeat save. You should nerf, not ban, the powerful spells. You banned Shield but not Silvery Bars?
.
Hi, thank you for your answer. I will provide my reasoning, you can tell me if it is wrong.
I would not want to play with any of these limitations, let alone all of them. It seems like it would suck all the fun out of the game for no good reason.
pronouns: he/she/they
Bladesingers, swords bards, war clerics, and bladelocks just don't get anything.
Any sufficiently widespread magic is indistinguishable from technology.
The second funniest thing to make a D&D party do is explain morality
Try your hand at the Ultimate Skill Build Challenge!
I probably nitpick and scrutinize too much
What is your reasoning behind doing all of this banning?
Hopefully making the CR system work better and monster do not insta die and there is no imbalance on the team that requires me to homebrew magic weapons.
To be brutally honest, this kinda feels like your car got dinged in a parking lot and you felt the best way to fix it was to drive the car into a lake.
pronouns: he/she/they
What level are you starting the campaign at?
The CR system is always going to be a 'guideline' at best. Certain parties will always do better against certain monsters/encounters, and worse against others.
Also, the CR System is entirely superfluous. You can run a complete campaign without ever using it. And you are breaking a host of other systems in order to get that one unnecessary system to work.
Why can't druids, clerics bards or warlocks have armour? They have specific archetypes and class features.based on wearing armour. It's actually pretty bad for the game for player characters to have massively divergent ACs, because it means in any scenario where the squishy characters can't avoid being targetted by enemy attack - e.g. highly mobile enemies, enemies with ranged attacks, combats in confined areas, or ambushes, those characters are just instantly down and spend the whole combat whack-a-moling with Healing Word which just isn't fun. The rest of the time those characters spend all combat hiding behind a wall and popping out on their turn to fire something off then ducking back behind the wall. As far as I know, no TTRPG is designed that way, they all keep PC AC approximately equal.
Oh wow, I totally missed that part. All of that is ridiculous but Clerics not being allowed to wear any armor at all is totally insane.
pronouns: he/she/they
I get banning simulacrum, or at least nerfing it heavily, but most of those banned spells are what makes it FUN to play a wizard/sorcerer/warlock. And don't forget that it isn't just the party who can cast overpowered spells. Have the BBEG counterspell at ninth level or even have it cast some of the spells you're worried about.
Yeah I can't imagine a cleric with an AC under 13 having a good time. Everyone knows the first target is always the healer.
Level 1
They can use armor. They cannot use magic armor or enspelled armor.
Why?
pronouns: he/she/they
This is not what the thing says at all. Clerics, Wizards or whatever classes are able to do whatever armor they are proficient in, even Heavy armor if they have the feat. They are not able to use armor classified as a magic item.
So they cannot be attuned to an enspelled +3 AC armor that gives them 6 charges of Shield for example.
BTW, as a 1st level spell, the Shield is classified as Common, meaning it can be done in 5 days with 50 GP enspelled on any item, let's say a dagger. So you can basically hire 10 hirelings for 20GP in total to help you get it done in 0.5 days of work, which is 4 hours. Let's double that, this time enspelling a dart for the rest of the day with Shield. That gives you 12 castings of Shield per day, costing 140GP in total and taking only 8 hours, which is very manageble at low levels, even at THE CHARACTER CREATION. Imagine starting the game with 12 shield casts?
It does not end there. You can have multiple items, and carry them all with you. Whenever you use all of the charges 18 charges of your three attuned items, you can drop their attunement and get more 18 charges with other items after a short rest. You can also enspell other spells on them, basically giving you 50+ spell slots by levels 4-5.
As a DM what should I do? Give the entire party super low amounts of GP only because of what that one Wizard can do? Should I just put a plot where they have to be constantly doing stuff without any money or time to chill because "the world is about to be destroyed" or whatever (I have done that and players complained)? Or can I just ban these magic items from being crafted, so I can control how many of these items they can get so they do not break the game? I think the last option sounds more reasonable.
The thing only says they are not able to use magic item, meaning that they can use nonmagical armor and shields.
I will provide an answer to why. Because it was the best thing I could come up with. However I am extremely opened for any other options. How else could I do it? I am a novice DM just trying to run nice games with my friends. What I say is not 100% what I am doing. I came here so people to give me feedback. If that is bad, what should I do instead?