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Do you let your clerics have all the spells?
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<blockquote data-quote="Vraille Darkfang" data-source="post: 3037774" data-attributes="member: 16989"><p>As somebody who played a lot of 2nd ed clerics (Although a lot were FR Specility Priests, so up the power), I can tell you Clerics really, really, really, could bring the hurt when they needed to. If not by direct damage (Flame Strike, Blade Barrier), then by turning the Party into Death Dealing Unhitable Machines.</p><p></p><p>As for More Spells...</p><p></p><p>1. I have to own the book (I have most of the D&D Books). I have to read through it and NOT banned it. By and large, I allow any WotC Product into the game, but I reserve the right to change/modify/drop it after 3-4 sessions. I give it that long to see how it affects my campaigns and how I adjust to its presence. WotC has a lot more playtesters and developers than I do. I'm willing to guess they have a better idea than I do how particular spells/feats/classes affects things than I do. However, I'm better at guessing how new things will affect my campaign and players. So, I always give it a few sessions before I make up my mind.</p><p></p><p>2. I have to have a Copy of the Spell/Feat/Etc, as well as its source. Green Ronin usually makes the cut; Fast Forward usually gets bounced. Mongoose is very hit or miss. Then I'll either give it a probationary trial or execute it right there (FFE usually goes here).</p><p></p><p>In your case. WotC's 'Official' doesn't mean D&D Official. The Forgotten Realms is High Magic to begin with and many of the spells are of a higher power than if they were done for 'Normal' D&D. Many 3.0 Spells need to be refined to fit the 3.5 guidelines.</p><p></p><p>I'd take a minute and look at what he has printed out. Is there a Source Reference? If not, ban it until he tells you which book each spell came from. Is it in 3 point font? Easily Laid Out? If you can't easily read the spells ban it until otherwise.</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 3037774, member: 16989"] As somebody who played a lot of 2nd ed clerics (Although a lot were FR Specility Priests, so up the power), I can tell you Clerics really, really, really, could bring the hurt when they needed to. If not by direct damage (Flame Strike, Blade Barrier), then by turning the Party into Death Dealing Unhitable Machines. As for More Spells... 1. I have to own the book (I have most of the D&D Books). I have to read through it and NOT banned it. By and large, I allow any WotC Product into the game, but I reserve the right to change/modify/drop it after 3-4 sessions. I give it that long to see how it affects my campaigns and how I adjust to its presence. WotC has a lot more playtesters and developers than I do. I'm willing to guess they have a better idea than I do how particular spells/feats/classes affects things than I do. However, I'm better at guessing how new things will affect my campaign and players. So, I always give it a few sessions before I make up my mind. 2. I have to have a Copy of the Spell/Feat/Etc, as well as its source. Green Ronin usually makes the cut; Fast Forward usually gets bounced. Mongoose is very hit or miss. Then I'll either give it a probationary trial or execute it right there (FFE usually goes here). In your case. WotC's 'Official' doesn't mean D&D Official. The Forgotten Realms is High Magic to begin with and many of the spells are of a higher power than if they were done for 'Normal' D&D. Many 3.0 Spells need to be refined to fit the 3.5 guidelines. I'd take a minute and look at what he has printed out. Is there a Source Reference? If not, ban it until he tells you which book each spell came from. Is it in 3 point font? Easily Laid Out? If you can't easily read the spells ban it until otherwise. [/QUOTE]
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Do you let your clerics have all the spells?
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