Tamago wrote:
As a GM, I've had players ask to create their own items/spells a few times, and I've always allowed it. The thing is, even more so than with a published spell, it's possible for it to be abused. There are two things I do that easily eliminate that possibility, however:
1) Anything the player introduces is on a probationary basis. If it doesn't work out, or is just totally broken, I retain the right as GM to say, "sorry, this isn't working," and either have the player go back to the drawing board or just scrap it entirely.
2) If there is a problem and we don't want to deal with futzing with the spell, I just make a gentleman's agreement with the player: he won't abuse the new content, and I won't outlaw it. It's as simple as that!
For example, take NobodysHome's "preserve plants" spell. If he's just using it to keep some herbs fresh, no problem! When he pulls it out to try and preserve the corpse of a rare plant creature that (for some reason) would be a problem as a 1st level spell, I'd say to the player, "Look, I really wasn't anticipating this when you designed the spell, and it kind of breaks my plot for you to do this. Is it OK if your druid just forgets he can do that spell for the moment so we can get on with the story?"
Assuming the GM and the players are all reasonable people, it's easy as pie!
I agree with your Reset Button approach. Or it might be a mod, but yes, to prevent the rabid abuse that NobodysHome mentioned.