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Monte Cook's Design Thoughts On Spellcasters
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<blockquote data-quote="Janx" data-source="post: 3052185" data-attributes="member: 8835"><p>Order of the stick 345 brings up a good point. It's really stupid to have a spell list, of which you can only cast 10% of during any game, and you have to choose which 10% before the game starts, thus you usually don't choose the more obscure spells (that might actually help you once per 10 games).</p><p></p><p>There's 100s of spells in the rule books. Your wizard PC gets maybe 50 of them by 20th level (about 10 0th level + 2 per level). You've already filtered out a huge subset of spells. Then the memorization rules kick in, and you'll not use more than half of the spells in your spellbook. In fact, you'll probably stick to a common set, as they have the most frequently usable effects during most games. And you'll run into some encounter where, yes you have the spell, but you didn't memorize it, and now you can't be clever and think to use it. Let alone the fact that you never had a clue you would have needed it earlier in the game. We're not talking memorize sonic spells today, we're gonna fight fire-immune baddies. We're talking the obscure stuff. The not so obvious solution to a problem spells.</p><p></p><p>In 2E, we had house-ruled the memorization (pre-selection) of spells out of the game. Once we did that, we found the PCs were coming up with far more creative uses for their spells. players would cast spells other than obvious "I do lots o'damage" spells in order to solve problems. Things got interesting. The key to playing a wizard PC then, was thinking to learn a spell and see uses for it, and to think of using the spell during the game. The player still had the same spells per day limit, they just weren't restricted to a tight subset of their spells that were chosen will little information.</p></blockquote><p></p>
[QUOTE="Janx, post: 3052185, member: 8835"] Order of the stick 345 brings up a good point. It's really stupid to have a spell list, of which you can only cast 10% of during any game, and you have to choose which 10% before the game starts, thus you usually don't choose the more obscure spells (that might actually help you once per 10 games). There's 100s of spells in the rule books. Your wizard PC gets maybe 50 of them by 20th level (about 10 0th level + 2 per level). You've already filtered out a huge subset of spells. Then the memorization rules kick in, and you'll not use more than half of the spells in your spellbook. In fact, you'll probably stick to a common set, as they have the most frequently usable effects during most games. And you'll run into some encounter where, yes you have the spell, but you didn't memorize it, and now you can't be clever and think to use it. Let alone the fact that you never had a clue you would have needed it earlier in the game. We're not talking memorize sonic spells today, we're gonna fight fire-immune baddies. We're talking the obscure stuff. The not so obvious solution to a problem spells. In 2E, we had house-ruled the memorization (pre-selection) of spells out of the game. Once we did that, we found the PCs were coming up with far more creative uses for their spells. players would cast spells other than obvious "I do lots o'damage" spells in order to solve problems. Things got interesting. The key to playing a wizard PC then, was thinking to learn a spell and see uses for it, and to think of using the spell during the game. The player still had the same spells per day limit, they just weren't restricted to a tight subset of their spells that were chosen will little information. [/QUOTE]
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