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Design Question - Wizards' Spells
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<blockquote data-quote="Wik" data-source="post: 3342168" data-attributes="member: 40177"><p>So, in most of my campaigns, I remove a few spells from the campaign - various teleport spells (including Blink), and spell that grants flight, and pretty much most spells that allow easy overland travel. None of my players have ever had a problem with this, and it's a rule I think I'll be keeping in my games for a long time - it reinforces the world I want to play in.</p><p></p><p>My brother is thinking of building his own world, and we were talking about how I remove a few spells. He was thinking of removing quite a few spells, but was worried about game balance. His argument went sort of like this: </p><p></p><p>If you were to remove a wide group of spells (let's say an entire school), you are limiting the wizard's overall power. </p><p></p><p>My argument against that was that, so long as you are removing the schools/spells from ALL arcane spell lists (and removing their divine equivalents), you do not change the power level of the game. While the game might be different if all arcane casters cannot cast most evocation spells, it does not truly hinder game balance. After all, thereotically all 3rd level spells are roughly the same strength, right?</p><p></p><p>With the wide variety of spells available in the game, does removing one (or more) schools weaken the wizard class too much? If arcane casters could only cast from, say, Necromancy, Enchantment, and Divination, would they really be WEAKER than their unlimited counterparts, or just different in focus?</p></blockquote><p></p>
[QUOTE="Wik, post: 3342168, member: 40177"] So, in most of my campaigns, I remove a few spells from the campaign - various teleport spells (including Blink), and spell that grants flight, and pretty much most spells that allow easy overland travel. None of my players have ever had a problem with this, and it's a rule I think I'll be keeping in my games for a long time - it reinforces the world I want to play in. My brother is thinking of building his own world, and we were talking about how I remove a few spells. He was thinking of removing quite a few spells, but was worried about game balance. His argument went sort of like this: If you were to remove a wide group of spells (let's say an entire school), you are limiting the wizard's overall power. My argument against that was that, so long as you are removing the schools/spells from ALL arcane spell lists (and removing their divine equivalents), you do not change the power level of the game. While the game might be different if all arcane casters cannot cast most evocation spells, it does not truly hinder game balance. After all, thereotically all 3rd level spells are roughly the same strength, right? With the wide variety of spells available in the game, does removing one (or more) schools weaken the wizard class too much? If arcane casters could only cast from, say, Necromancy, Enchantment, and Divination, would they really be WEAKER than their unlimited counterparts, or just different in focus? [/QUOTE]
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