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Anybody have success with a restricted spells game?
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<blockquote data-quote="RevelationMD" data-source="post: 6873902" data-attributes="member: 6843864"><p>To the OP question - yep, years ago (decades actually), I ran a 2nd edition campaign set in post roman 5th century Briton. The saxons had landed having been invited to help fight the picts and a few roman legions remained but basically the country was in a state of total flux. To turn it into a D&D setting, clerics were allowed though they either had to fit the celtic, druidic or roman mythology and received only half of their allotted spell slots rounded down and could choose spells from only one sphere of influence (for example, healing). Wizards, but not specialist wizards like illusionists, were present but had to research every spell (which if I recall you did automatically upon gaining a new spell level). Other spells could be found and inscribed into your book - if you ever found another wizard! Magic was super, super rare - with the only exception being the odd potion of healing.</p><p></p><p>What did this mean for our poor casters? Well, they were stuck with whatever spell they rolled or was available in their sphere of influence at that level and with little or no hope of getting anything else - but it also meant that everything they attacked with their spells rolled a standard, not augmented by rings or cloak of protection saving throw. Or to put it another way, our casters didn't get to shine often, but when they did shine you knew about it.</p><p></p><p>It was actually really fun - the setting allowed for some good 'murder mystery' type quests as no-one had the usual spoiler spells (detect lie, speak with dead, detect evil etc**). IIRC the campaign lasted about 3 months before we had a party wipe and we started again back in faerun.</p><p></p><p>**this was also why my group particularly liked the Ravenloft setting back in the day.</p></blockquote><p></p>
[QUOTE="RevelationMD, post: 6873902, member: 6843864"] To the OP question - yep, years ago (decades actually), I ran a 2nd edition campaign set in post roman 5th century Briton. The saxons had landed having been invited to help fight the picts and a few roman legions remained but basically the country was in a state of total flux. To turn it into a D&D setting, clerics were allowed though they either had to fit the celtic, druidic or roman mythology and received only half of their allotted spell slots rounded down and could choose spells from only one sphere of influence (for example, healing). Wizards, but not specialist wizards like illusionists, were present but had to research every spell (which if I recall you did automatically upon gaining a new spell level). Other spells could be found and inscribed into your book - if you ever found another wizard! Magic was super, super rare - with the only exception being the odd potion of healing. What did this mean for our poor casters? Well, they were stuck with whatever spell they rolled or was available in their sphere of influence at that level and with little or no hope of getting anything else - but it also meant that everything they attacked with their spells rolled a standard, not augmented by rings or cloak of protection saving throw. Or to put it another way, our casters didn't get to shine often, but when they did shine you knew about it. It was actually really fun - the setting allowed for some good 'murder mystery' type quests as no-one had the usual spoiler spells (detect lie, speak with dead, detect evil etc**). IIRC the campaign lasted about 3 months before we had a party wipe and we started again back in faerun. **this was also why my group particularly liked the Ravenloft setting back in the day. [/QUOTE]
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