Cap'n Kobold
Hero
I'm not seeing it as so much of an issue. Long periods of downtime mid-adventure where the party knows what it will be facing after the downtime is fairly rare in my games.
Therefore the issue with classes "being able to swap all of their spells around" isn't one for me, because it is unlikely to actually occur. If nothing else, the sorceror player picked the spells that they initially picked for a reason, and so iis only likely to swap out spells if they find that they are unhappy with them - which I probably would have allowed anyway.
It strikes me that the amount of preparatory downtime that the DM using this variant allows a group is just one of the potential sliders they have for game balance.
Long periods of downtime where the party knows what to expect afterwards gives some characters an advantage in the same way that running less then 8 encounters in a day gives some characters an advantage.
Therefore the issue with classes "being able to swap all of their spells around" isn't one for me, because it is unlikely to actually occur. If nothing else, the sorceror player picked the spells that they initially picked for a reason, and so iis only likely to swap out spells if they find that they are unhappy with them - which I probably would have allowed anyway.
It strikes me that the amount of preparatory downtime that the DM using this variant allows a group is just one of the potential sliders they have for game balance.
Long periods of downtime where the party knows what to expect afterwards gives some characters an advantage in the same way that running less then 8 encounters in a day gives some characters an advantage.