Nah... some of us don't forget it, we just purposefully ignore it.Roleplaying games are still games. A lot of folks conveniently forget that.
Nah... some of us don't forget it, we just purposefully ignore it.Roleplaying games are still games. A lot of folks conveniently forget that.
5,000 spells does seem like an wild amount - either lots of repeats with slight variations or copies of spells from previous editions of the game.I'm fine not knowing all the spells, although - how do you even keep track of 5,000 spells? I have to look PHB spells up on my phone sometimes while DMing!
"You're casting X? Cool, I've never seen it used before."
So let’s poke at this scenario a bit.I don't think that seeing one goblin cast Goblin Glue once should take away all the unknown mystery fun of a spell. The handful of players are quick to say that "they the players" just want to know the rules....."the spell". And they agree to act out and pretend their character does not. I'm not a fan of this at all....very few players ever do this....most do the soft exploit of "oh my character does not know what the spell description says, but will just randomly guess the exact right thing...".
There is another point to think about here. You've created this tome of spells. Fair enough. Perhaps the players would like to double check your math? After all, it's not unreasonable to think that the DM may not have a great grasp on the math of the game. Look at all that Homebrewery and stuff on Reddit and you see lots of stuff that isn't exactly stellar when it comes to game design.I don't think that seeing one goblin cast Goblin Glue once should take away all the unknown mystery fun of a spell. The handful of players are quick to say that "they the players" just want to know the rules....."the spell". And they agree to act out and pretend their character does not. I'm not a fan of this at all....very few players ever do this....most do the soft exploit of "oh my character does not know what the spell description says, but will just randomly guess the exact right thing...".
I tend to see the PHB spells as the common spells that casters worldwide has knowledge to and new spells that are created have not grown in popularity to the common knowledge. PCs can create a spell and suddenly all the bad guys will not automatically know it, so the bad guys can have spells that the PCs do not know anything about as well. A lot of spells overlap and have similarities of other spells, such as making a fireball deal lightning damage and calling it a lightningball.Your goblin casts Goblin Glue. My character wants to counter spell it. Do I get to know what level spell Goblin Glue is at least so I know if I’m burning the right spell slot to effectively counter it?
I believe that’s the Xanathar guide rule and that’s perfectly fine IMO. My point is ultimately that lack of total knowledge about the spell shouldn’t become a nerf to abilities the PC has.This new spell might allow something like a arcana check to know something about it if trying to counter, but part of the reason of using new spells is to keep the game fun and exciting.
Sincerely: If you wish to have no game in your roleplaying game, why do you use any systems at all? Surely it would be better to just do freeform roleplay.Nah... some of us don't forget it, we just purposefully ignore it.![]()
That is A LOT of spells... Frankly, I think 5E already has way too many and well over half of them never get used. It is fine wanting more "themed" magic of course, but IME reskinning and narrative take care of that.So, I my game I add lots of spells beyond what is in the couple of adventure books. Roughly 5,000 spells and counting.
No, they don't. Regardless, if a player does know something of a spell, or magic item, or whatever, how does their CHARACTER know? Metagaming is a big issue for me and something I take very seriously. As DM, I have infinite latitude in what I do when I run the game. So, the last thing I want is for a player to say, "Hey, I know that, it doesn't work that way!"So.....enter a small handful of players. They say that they should know all the "rules" before we start playing the game. They note they know all the published spells. So they say if the DM adds spells to the game, they should get the full spell write ups before the game. The players must have all the game rules.
I'm not so sure we count things like spells, magic items, monsters, equipment, and other such things in the game...as "rules"?
But knowing how a spell works that they've never encountered and seen for the first time? No, absolutely not. That is metagaming at its worst!The players don't know about a spell for a single encounter, then just "remember" and become experts on the spell?
Again, absolutely not. Knowing if you cast a bonus action spell, you can only cast a cantrip on your turn, is a rule. Knowing what "Wernak's Waterfall" does, what level, etc. is NOT a rule.So....do things like spells count for "knowing all the game rules"?
A PC can never learn a spell simply by encountering it, or even know all the parameters:How does "lore" and "game rules" mix? The lore of a spell can give you a lot of information about the spell....but the "lore" does cross over with the "stats" of the spell. Things like spell range, targets, damage type, effects, duration are al "lore" information, that is also "stats/game rule information". The Stats give you the spell lore for free.
Is it "too much" of a "burden" to force players to use Downtime to learn new spells?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.