D&D 5E My Simple Spell Rarity House Rule

el-remmen

Moderator Emeritus
There's a difference between rules that cause a one-off problem and ones that cause problems that are progressive over an extended period of time and impact the core of a character's functionality. Leaving those in as a default because you like the feel is, well, a take.

I don't know what to tell you, man. We play with different rules to have fun and try different things, If they end up not working to a degree where fun or practicality of use is undermined, we re-work it or go back to another version, or make a note for the next campaign, or any number of things. It isn't a big deal. I am also not interested in arguing the general philosophy of making rules.
 

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Thomas Shey

Legend
I don't know what to tell you, man. We play with different rules to have fun and try different things, If they end up not working to a degree where fun or practicality of use is undermined, we re-work it or go back to another version, or make a note for the next campaign, or any number of things. It isn't a big deal. I am also not interested in arguing the general philosophy of making rules.

And I am, so feel free to start ignoring what I say, but I don't feel obligated to not say it.
 



So I see this rule as limiting play choices - and one can think that is a bad thing or one can think that is a good thing or... something in between.

Personally, I see limiting spell choices as no different than limiting races, subclasses, backgrounds, which books to use, whatever. If it fits with the theme of the campaign, and everyone is on board, then go with it.

IMO, limitations can inspire creativity and actually serve to open up exciting play opportunities. YMMV.
 

SkidAce

Legend
Supporter
Not sure if I responded upthread or not.

I consistently customize the available spells lists on most campaigns I run and worlds I create. Thematic reasons mostly.

The current campaign "nobody" knows any teleport/gate spells. That knowledge was lost with the empires of old (cliche, maybe, still fun). AND any spells not in the PH are not freely available.

The wizard of the group spent time, money, and adventuring to research "misty step" so they could research teleport etc. Plus they studied an ancient astrolabe to learn how the cosmos and astral were connected.

When they eventually learn teleport circle, they plan on using it politically. AWESOME.

---

As far as your rule, I think its a quick and efficient method of tagging spells that are not immediately available i.e. "Skid's Ballistic Boulder" or the "Temple of Ancient Knowledge's Divination Hymns".

Simple, elegant, thumbs up!
 

Mort

Legend
Supporter
Oh yeah, I'd take any named spells off the sorcerer list altogether. 🤷‍♂️

To me, this just seems to kick the sorcerer while they're down - they already have such an arbitrarily limited list!

What I'd do - Sorcerer's get their spells "naturally" so are more "effect" than "name" based. So if it makes sense for the sorcerer to get Bigby's Hand at 9th - they can take it (Which is, itself, a house rule since the spell isn't on the sorcerer list. IMO, silly, as it's EXACTLY the kind of spell I see a sorcerer taking).
 

el-remmen

Moderator Emeritus
To me, this just seems to kick the sorcerer while they're down - they already have such an arbitrarily limited list!

What I'd do - Sorcerer's get their spells "naturally" so are more "effect" than "name" based. So if it makes sense for the sorcerer to get Bigby's Hand at 9th - they can take it (Which is, itself, a house rule since the spell isn't on the sorcerer list. IMO, silly, as it's EXACTLY the kind of spell I see a sorcerer taking).

I will admit that it is a fairly arbitrary list that a DM/group that wants to spend the time to develop more reasoning behind can do so (as I suggest in the first post) by moving the names around and adding and removing spells from the lists.
 

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