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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5E]Alternate spell changing for sorcerers
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<blockquote data-quote="Hashmalum" data-source="post: 1052811" data-attributes="member: 9450"><p>The point isn't to implement spell chains/power chains (which I plan to implement as a seperate feat); the point is to allow characters to replace spells they don't use with new ones. There are many reasons that a character might not use a particular spell for a while other than learning a new spell that does the same thing only better. They might have made a bad choice to start with (especially likely with new players to the game), the spell might be one that is intrinsically useless past a certain level (such as the <em>daze</em> and <em>sleep</em> spells with their fixed HD caps), or the campaign environment might have changed dramatically such that previous spells are no longer useful (such as a greatly prolonged exploration of a lich-ridden crypt filled with undead negating the usefulness of mind-affecting spells).</p><p></p><p>See the previous response regarding spells with fixed limits.</p><p></p><p>It's really just a record-keeping convenience. If you rely on memory alone, sooner or later the player involved and the DM are likely to remember things differently (leading to arguements). If the DM institutes a usage-tracking system for all sorcerer spells players will probably be annoyed by the extra work, and/or forget to do it.</p><p></p><p>Very little, really. Well, I guess you might forget to use a spell you wanted to keep and lose it by mistake, and you'd have to do some additional bookkeeping on all your spells. Like I said, the "forgetting" is just a record-keeping convenience.</p></blockquote><p></p>
[QUOTE="Hashmalum, post: 1052811, member: 9450"] The point isn't to implement spell chains/power chains (which I plan to implement as a seperate feat); the point is to allow characters to replace spells they don't use with new ones. There are many reasons that a character might not use a particular spell for a while other than learning a new spell that does the same thing only better. They might have made a bad choice to start with (especially likely with new players to the game), the spell might be one that is intrinsically useless past a certain level (such as the [i]daze[/i] and [i]sleep[/i] spells with their fixed HD caps), or the campaign environment might have changed dramatically such that previous spells are no longer useful (such as a greatly prolonged exploration of a lich-ridden crypt filled with undead negating the usefulness of mind-affecting spells). See the previous response regarding spells with fixed limits. It's really just a record-keeping convenience. If you rely on memory alone, sooner or later the player involved and the DM are likely to remember things differently (leading to arguements). If the DM institutes a usage-tracking system for all sorcerer spells players will probably be annoyed by the extra work, and/or forget to do it. Very little, really. Well, I guess you might forget to use a spell you wanted to keep and lose it by mistake, and you'd have to do some additional bookkeeping on all your spells. Like I said, the "forgetting" is just a record-keeping convenience. [/QUOTE]
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[3.5E]Alternate spell changing for sorcerers
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