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<blockquote data-quote="Piratecat" data-source="post: 396305" data-attributes="member: 2"><p>"De nada" translates literally to "of nothing," but it means "you're welcome."</p><p></p><p>I think most groups should let divine spellcasters trade out existing spells on their spell list for new spells, on a 1 for 1 basis. Here's why.</p><p></p><p>Let's assume that the PHB spells are balanced, and the number of divine spells per level available in the PHB is the preferred amount. Let's also assume that any new spell you're going to let into your game is balanced, or you just won't allow it in your game.</p><p></p><p>If this is the case, most divine casters aren't choosing from their whole spell list. Lots of spells are obscure, not usually helpful, or suited for PCs of differing alignments. </p><p></p><p>I think it makes sense to let PCs replace these less useful spells with balanced spells from new supplements, ones that they may find more appropriate to their characters. Total power is kept under control, as players have to make some hard decisions on what to cut after the first few spells... and yet the PC has more flexibility, the DM gets to use new supplements, and the game tends to become more fun.</p><p></p><p>The paladin "improve your mount" spells are a good example of this. They let the paladin turn a negative (a mount they can't use) into a fun positive, at the expense of some spell slots. I'd say that's reasonable in most campaigns.</p><p></p><p>Anyways, I've been doing this in my game, and it seems to work really well.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 396305, member: 2"] "De nada" translates literally to "of nothing," but it means "you're welcome." I think most groups should let divine spellcasters trade out existing spells on their spell list for new spells, on a 1 for 1 basis. Here's why. Let's assume that the PHB spells are balanced, and the number of divine spells per level available in the PHB is the preferred amount. Let's also assume that any new spell you're going to let into your game is balanced, or you just won't allow it in your game. If this is the case, most divine casters aren't choosing from their whole spell list. Lots of spells are obscure, not usually helpful, or suited for PCs of differing alignments. I think it makes sense to let PCs replace these less useful spells with balanced spells from new supplements, ones that they may find more appropriate to their characters. Total power is kept under control, as players have to make some hard decisions on what to cut after the first few spells... and yet the PC has more flexibility, the DM gets to use new supplements, and the game tends to become more fun. The paladin "improve your mount" spells are a good example of this. They let the paladin turn a negative (a mount they can't use) into a fun positive, at the expense of some spell slots. I'd say that's reasonable in most campaigns. Anyways, I've been doing this in my game, and it seems to work really well. [/QUOTE]
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