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My Simple Spell Rarity House Rule
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<blockquote data-quote="MNblockhead" data-source="post: 8800110" data-attributes="member: 6796661"><p>I've done this in my games as well. I've also had rules where spells over a certain level could not just be bought. But I feels, especially at higher levels, like I'm just putting extra restrictions on one class. </p><p></p><p>One campaign I've wanted to run is a campaign world where arcane magic is banned and for the most part lost. The known world is basically ruled by theocracies. The party would be part of a hidden group trying to rediscover lost arcane magic. Most of the adventures would be tied to seeking spell components, magic items, and spell scrolls/books. </p><p></p><p>Two things are keeping me from running it. The first is just time. I really don't have the time for prepping a homebrew campaign in the way I would like. But the second is that I don't think my current group of players would be up for it and I certainly don't have the time to run two campaigns. </p><p></p><p>The problems with this campaign idea, I think, for many players include:</p><ul> <li data-xf-list-type="ul">Not wanting to track and rely on spell components. </li> <li data-xf-list-type="ul">Players playing wizards not wanting to be limited to what spells they can select when leveling up</li> <li data-xf-list-type="ul">Non-wizard players not wanting to be seen as second-fiddles and support characters for the wizards</li> </ul><p>I think that the third point is easily addressed with good plot lines and back stories and ensuring that there are rewards for all involved. The first two require a specific kind of player who would enjoy the story ramifications of those limitations.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8800110, member: 6796661"] I've done this in my games as well. I've also had rules where spells over a certain level could not just be bought. But I feels, especially at higher levels, like I'm just putting extra restrictions on one class. One campaign I've wanted to run is a campaign world where arcane magic is banned and for the most part lost. The known world is basically ruled by theocracies. The party would be part of a hidden group trying to rediscover lost arcane magic. Most of the adventures would be tied to seeking spell components, magic items, and spell scrolls/books. Two things are keeping me from running it. The first is just time. I really don't have the time for prepping a homebrew campaign in the way I would like. But the second is that I don't think my current group of players would be up for it and I certainly don't have the time to run two campaigns. The problems with this campaign idea, I think, for many players include: [LIST] [*]Not wanting to track and rely on spell components. [*]Players playing wizards not wanting to be limited to what spells they can select when leveling up [*]Non-wizard players not wanting to be seen as second-fiddles and support characters for the wizards [/LIST] I think that the third point is easily addressed with good plot lines and back stories and ensuring that there are rewards for all involved. The first two require a specific kind of player who would enjoy the story ramifications of those limitations. [/QUOTE]
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