Inconsequenti-AL
Breaks Games
An idea that's been kicking around in my head:
I find spell preparation to be an escalating timesink in DnD. Wizards, Clerics and Druids can spend a long time preparing their spell lists for the day. This only gets worse as the levels get higher!
For a more streamlined game: The players could prepare before the session - fine as long as they know what's happening. You could have the players prepare a number of different spell lists. Simply pick and tweak the one that suits for todays adventure - this is quite a lot of player work. Quick reference spellbooks might help. I'm sure there are other ways to speed the process up.
Or only use spontaneous casters. I was thinking Psionic types, Favoured souls, UAs spontaneous divines and sorcerors (modified - but lets not get into them here!
)
Now the players know what magical resources are at their disposal and can plan accordingly. All much quicker!
From the GMs point of view, it lessens the chance of a 'magical curveball' - I'm sure everyones seen a GM left floundering by suprise player actions... I'm sure a lot of those have been magic related. When designing an adventure, you also have some certainty about what resources the players have access to. Whether these are good or bad things is entirely a matter of GM taste.
Has anyone tried this? Did it work out well?
Any thoughts?
I find spell preparation to be an escalating timesink in DnD. Wizards, Clerics and Druids can spend a long time preparing their spell lists for the day. This only gets worse as the levels get higher!
For a more streamlined game: The players could prepare before the session - fine as long as they know what's happening. You could have the players prepare a number of different spell lists. Simply pick and tweak the one that suits for todays adventure - this is quite a lot of player work. Quick reference spellbooks might help. I'm sure there are other ways to speed the process up.
Or only use spontaneous casters. I was thinking Psionic types, Favoured souls, UAs spontaneous divines and sorcerors (modified - but lets not get into them here!

Now the players know what magical resources are at their disposal and can plan accordingly. All much quicker!
From the GMs point of view, it lessens the chance of a 'magical curveball' - I'm sure everyones seen a GM left floundering by suprise player actions... I'm sure a lot of those have been magic related. When designing an adventure, you also have some certainty about what resources the players have access to. Whether these are good or bad things is entirely a matter of GM taste.
Has anyone tried this? Did it work out well?
Any thoughts?