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General Tabletop Discussion
*Dungeons & Dragons
DMs - do you enforce spellbook rules?
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<blockquote data-quote="WizarDru" data-source="post: 86698" data-attributes="member: 151"><p>A DM who doesn't enforce this rule is short-changing all the non-wizards of the group. At early levels, this may seem unfair to the wizard, but it isn't. It prevents him from getting a huge number of spells quickly, unless he's willing to sacrifice something else (such as better equipment, scribing scrolls or making wands).</p><p></p><p>At later levels, it becomes a way of keeping a wizard's power in check compared to other party members. As a high-level fighter becomes dependent on magic items, a high-level mage becomes dependent on time and money. This is part of the trade-off of being a wizard. It is a limitation by design.</p><p></p><p>There are several ways to work around this problem, depending on your preference.</p><p></p><p>First, as has been mentioned, the player may create a Boccob's Blessed Book. After they pay to make this item, they don't have to worry about inscription costs until after the book is used up. The book quickly pays for itself.</p><p></p><p>Second, other party members should be willing and encouraged to chip in the costs. Want that Greater Magic Weapon? "Sorry, I just don't have the money to purchase it and inscribe it." Need a Bull's Strength or Cat's Grace? "Well, if you could cover my costs, I'd be glad to." Remember, it's a team game.</p><p></p><p>Third, another one previously mentioned, is that the wizard gets two spells free each level. Period. No cost or time at all. This isn't as exciting as captured booty, but it's solid and dependable, and costs nada.</p><p></p><p>The wizard's spellbook and inscription costs are part of the D&D/d20 system of internal balance for that class. Removing it won't destroy a game, but it does help to prevent a wizard from potentially out-powering or dominating a game as the levels go on.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 86698, member: 151"] A DM who doesn't enforce this rule is short-changing all the non-wizards of the group. At early levels, this may seem unfair to the wizard, but it isn't. It prevents him from getting a huge number of spells quickly, unless he's willing to sacrifice something else (such as better equipment, scribing scrolls or making wands). At later levels, it becomes a way of keeping a wizard's power in check compared to other party members. As a high-level fighter becomes dependent on magic items, a high-level mage becomes dependent on time and money. This is part of the trade-off of being a wizard. It is a limitation by design. There are several ways to work around this problem, depending on your preference. First, as has been mentioned, the player may create a Boccob's Blessed Book. After they pay to make this item, they don't have to worry about inscription costs until after the book is used up. The book quickly pays for itself. Second, other party members should be willing and encouraged to chip in the costs. Want that Greater Magic Weapon? "Sorry, I just don't have the money to purchase it and inscribe it." Need a Bull's Strength or Cat's Grace? "Well, if you could cover my costs, I'd be glad to." Remember, it's a team game. Third, another one previously mentioned, is that the wizard gets two spells free each level. Period. No cost or time at all. This isn't as exciting as captured booty, but it's solid and dependable, and costs nada. The wizard's spellbook and inscription costs are part of the D&D/d20 system of internal balance for that class. Removing it won't destroy a game, but it does help to prevent a wizard from potentially out-powering or dominating a game as the levels go on. [/QUOTE]
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