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Anybody have success with a restricted spells game?
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<blockquote data-quote="Tony Vargas" data-source="post: 6872588" data-attributes="member: 996"><p>If you go all the way back to 1e, sure, no one else got 8th or 9th level spells. But, even at lower levels, Wizards got more flashy/powerful offense than other casters. And, the main 'other caster,' the Cleric, was burdened by the need to put many of his spells towards healing.</p><p></p><p>That sounds like D&D, to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> I have put some severe restrictions on learning new spells at various times, especially on <s>Magic-Users</s> Wizards, particularly in lower-magic games. The thing is, spells in a low-magic game are so valuable/powerful, because of their rarity, because there are no magic-items competing with them, and because enemies are unprepared for them - that it never particularly 'hurt' the affected PCs, if anything, it made them more central to the campaign. </p><p></p><p> In one campaign - the only 3.0 campaign I ran - gaining new spells, and the list of spells you could learn from - was so restricted that I actually created PrCs - "Ward Initiates" (lifted from the Thomas Covenant series, the idea of secret 'wards of lore' with societies dedicated to deciphering them) - that did nothing but advance your caster level and grant you some otherwise-restricted known spells.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6872588, member: 996"] If you go all the way back to 1e, sure, no one else got 8th or 9th level spells. But, even at lower levels, Wizards got more flashy/powerful offense than other casters. And, the main 'other caster,' the Cleric, was burdened by the need to put many of his spells towards healing. That sounds like D&D, to me. ;) I have put some severe restrictions on learning new spells at various times, especially on [s]Magic-Users[/s] Wizards, particularly in lower-magic games. The thing is, spells in a low-magic game are so valuable/powerful, because of their rarity, because there are no magic-items competing with them, and because enemies are unprepared for them - that it never particularly 'hurt' the affected PCs, if anything, it made them more central to the campaign. In one campaign - the only 3.0 campaign I ran - gaining new spells, and the list of spells you could learn from - was so restricted that I actually created PrCs - "Ward Initiates" (lifted from the Thomas Covenant series, the idea of secret 'wards of lore' with societies dedicated to deciphering them) - that did nothing but advance your caster level and grant you some otherwise-restricted known spells. [/QUOTE]
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