Find Familiar is not on the Basic spell list. That surprises me, but of course it can still be i the PHB.
Also, can we just start calling "the basic rules" the much shorter: "basic"? Or is that going to be too mind-blowing for grognards?![]()
Sure, there's plenty of inspiration; I think what Ruin Explorer is objecting to is the idea that you can calculate inspiration by working out the number of mechanical combinations. If I have already played an elf wizard acolyte and a dwarf wizard acolyte and a human wizard acolyte, the prospect of playing a halfling wizard acolyte is not likely to fire my imagination with new ideas. A halfling rogue soldier, now, that's new and different.It depends what you're looking for. From a narrative point of view, that's a lot of inspiration for different character concepts. If you're only interested in mechanical combinations then it will feel like a lot less variety, obviously.
Sure, there's plenty of inspiration; I think what Ruin Explorer is objecting to is the idea that you can calculate inspiration by working out the number of mechanical combinations.
Sure, there's plenty of inspiration; I think what Ruin Explorer is objecting to is the idea that you can calculate inspiration by working out the number of mechanical combinations. If I have already played an elf wizard acolyte and a dwarf wizard acolyte and a human wizard acolyte, the prospect of playing a halfling wizard acolyte is not likely to fire my imagination with new ideas. A halfling rogue soldier, now, that's new and different.
Precisely so.
I don't see why this is any different from "Bob has played a wizard who was a fireball-slinging pyromaniac with anger management issues; Rob has played a wizard who was a charming, urbane manipulator; and Jimmy has played a wizard who was a dangerously curious scholar eager to delve into forbidden lore. Now Timmy wants to give wizard a shot, as a power-hungry mercenary with dreams of carving out an empire and ruling as a sorceror king."But the number of mechanical combinations isn't aimed at a single player, but at the party. So if Bob has played a human wizard acolyte, Rob has played a dwarf wizard acolyte and Jimmy has played an elf wizard acolyte, this doesn't mean Timmy would want to give a halfling wizard acolyte a shot (and as far as wizard acolytes go, they're pretty distinct, with one beign a sage-type, the other is an armored axe-wielder, one is an archer and the last one if a sneaky archeology professor).
I don't see why this is any different from "Bob has played a wizard who was a fireball-slinging pyromaniac with anger management issues; Rob has played a wizard who was a charming, urbane manipulator; and Jimmy has played a wizard who was a dangerously curious scholar eager to delve into forbidden lore. Now Timmy wants to give wizard a shot, as a power-hungry mercenary with dreams of carving out an empire and ruling as a sorceror king."
The diversity here is coming from the players, not the mechanics.