
maalpheron |
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Howdy folks. I'm just curious what sort of material is banned in your games, either those you play in or DM for. Obviously this is about home games, not PFS stuff.
For my own games, aside from some things disallowed for setting reasons in my homebrew campaign world, a short list is the following:
Alchemist - Vivisectionist Archetype: Banned.
Fighter - Swordlord Archetype: Banned.
Sorcerer - Crossblooded Archetype: Bloodline arcana that grant similar effects do not stack.
Sorcerer: Bloodline powers that modify spells (such as those that add damage per die) apply only to spells cast as a sorcerer.
Summoner - Synthesist Archetype: Banned.
In addition, there are a few other ways that I have toned down problems in my game, For instance:
I have adjusted the way teleportation works. You must know how to get from where you are to where you want to go, just seeing a destination in a patch of random trees isn't sufficient, you must know how to find that place if you were to walk there. (Mostly so 9th level wizards don't put every bounty hunter everywhere out of a job.)
Magical item manufacture requires a rare substance called "quintessence" (which accounts for 50% of their cost) to manufacture. This element is manufactured by a pair of competing guilds and available only in large population centers in limited quantities. This helps to limit crafting a bit without removing it as I can limit the flow of the resource and tone down item inflation. I also allow magical items to be disenchanted, which destroys the item but reclaims half of the quintessence that was used to create the item. This can help to siphon some gold out of the party.
That's about it off the top of my head, I'm curious what other people do in their games to deal with problem areas or nerf problem combinations.