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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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<blockquote data-quote="CleverNickName" data-source="post: 8713353" data-attributes="member: 50987"><p>Sort of off-topic, but <a href="https://www.enworld.org/threads/too-much-spellcasting-in-your-d-d-just-add-a-little-lankhmar.680639/post-8300864" target="_blank">a while ago</a> I ran a one-shot adventure where all spells had the Ritual tag, and nobody had the Spellcasting feature (they got Ritual Casting instead). In a nutshell: all spells had a casting time of 10 minutes.</p><p></p><p>It was a while ago, but here's what I remember:</p><ol> <li data-xf-list-type="ol">No spells were cast in combat. Not even Cantrips, because remember: nobody had the Spellcasting feature. Maybe you think this is good, maybe you think this is bad.</li> <li data-xf-list-type="ol">Spells were cast over short rests (each caster would cast 6 spells all at once during each short rest)</li> <li data-xf-list-type="ol">Potions, scrolls, and wands weren't just useful, they became <em>priceless magic items of incredible power </em>because they let people cast spells at incredible speed.</li> <li data-xf-list-type="ol">The players hated it for the first hour, but ended up liking it by the end of the first gaming session.</li> <li data-xf-list-type="ol">All told, it wasn't terrible...certainly not as terriblewrongbad as some folks are claiming in the first few pages of this thread. But even so, nobody wanted to make it a permanent house rule (myself included). We already have too many short rests per day.</li> </ol><p>EDIT: Now that I'm caught up on reading through the thread, I see that this has already been described as the "Amber Solution" above, sort of, by [USER=38094]@Wolfram[/USER] and [USER=28487]@UngainlyTitan[/USER].</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8713353, member: 50987"] Sort of off-topic, but [URL='https://www.enworld.org/threads/too-much-spellcasting-in-your-d-d-just-add-a-little-lankhmar.680639/post-8300864']a while ago[/URL] I ran a one-shot adventure where all spells had the Ritual tag, and nobody had the Spellcasting feature (they got Ritual Casting instead). In a nutshell: all spells had a casting time of 10 minutes. It was a while ago, but here's what I remember: [LIST=1] [*]No spells were cast in combat. Not even Cantrips, because remember: nobody had the Spellcasting feature. Maybe you think this is good, maybe you think this is bad. [*]Spells were cast over short rests (each caster would cast 6 spells all at once during each short rest) [*]Potions, scrolls, and wands weren't just useful, they became [I]priceless magic items of incredible power [/I]because they let people cast spells at incredible speed. [*]The players hated it for the first hour, but ended up liking it by the end of the first gaming session. [*]All told, it wasn't terrible...certainly not as terriblewrongbad as some folks are claiming in the first few pages of this thread. But even so, nobody wanted to make it a permanent house rule (myself included). We already have too many short rests per day. [/LIST] EDIT: Now that I'm caught up on reading through the thread, I see that this has already been described as the "Amber Solution" above, sort of, by [USER=38094]@Wolfram[/USER] and [USER=28487]@UngainlyTitan[/USER]. [/QUOTE]
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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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