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Do you let your clerics have all the spells?
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<blockquote data-quote="airwalkrr" data-source="post: 3037432" data-attributes="member: 12460"><p>I think this thread skirts on the line between house rules and general, but it's all good. I usually do not have as pronounced of a problem as the OP with this issue as my players are usually more controlled. However, similar issues have come up. The <em>easiest</em> way to deal with them is to simply tell them to run everything by me first and give me warning. But even that sometimes causes problems.</p><p></p><p>Here is the method I currently use. Players are allowed to select one spell from outside the PH per spell level to add to their class spell list. For example, the healer and druid in my campaign are 11th level and have access to 6th level spells. Therefore each player may have up to six spells added to his spell list from outside the PH. These spells may be of any level, with the stipulation that they must be capable of casting the spell at the time they choose the new one. Hence, the healer could have two 5th level spells, but not two 6th level spells. This system has worked very well in allowing a bit of extra flexibility while not letting things get totally out of hand. If I could go back in time I might disallow healing lorecall, but it isn't horribly overpowered and I don't like changing my mind on something like that unless it is really disrupting the game.</p><p></p><p>I have thought of other methods for handling this too. <strong>1)</strong> One is to use the RPGA D&D Campaigns method. A player can choose one rules item from outside the three core rulebooks for each character level. This rules item may be a feat, a spell, a magic item, a mundane item, or a prestige class. <strong>2)</strong> Another method I have thought of is to allow a character one sourcebook to use in addition to the core rules and nothing else (and compilations like the Spell Compendium do not count). So an elf may choose Races of Destiny to add some extra elfy options to his character, or the fighter may choose Complete Warrior to give himself access to better fighting feats. <strong>3)</strong> Then, there is always the draconian method: learning any ability outside the PH requires research. For spells the PC must follow the rules for original spell research (and if you want to be a real stickler about it, the player doesn't even know whether you'll allow the spell until his PC has finished his research). For feats, the PC must spend two weeks training with a guild or military establishment. To join a prestige class, the PC must join an in-character organization in the world. To get an item, the PC must research the item (usually spending 1.5 of the item's cost in research to try to develop a prototype).</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3037432, member: 12460"] I think this thread skirts on the line between house rules and general, but it's all good. I usually do not have as pronounced of a problem as the OP with this issue as my players are usually more controlled. However, similar issues have come up. The [i]easiest[/i] way to deal with them is to simply tell them to run everything by me first and give me warning. But even that sometimes causes problems. Here is the method I currently use. Players are allowed to select one spell from outside the PH per spell level to add to their class spell list. For example, the healer and druid in my campaign are 11th level and have access to 6th level spells. Therefore each player may have up to six spells added to his spell list from outside the PH. These spells may be of any level, with the stipulation that they must be capable of casting the spell at the time they choose the new one. Hence, the healer could have two 5th level spells, but not two 6th level spells. This system has worked very well in allowing a bit of extra flexibility while not letting things get totally out of hand. If I could go back in time I might disallow healing lorecall, but it isn't horribly overpowered and I don't like changing my mind on something like that unless it is really disrupting the game. I have thought of other methods for handling this too. [b]1)[/b] One is to use the RPGA D&D Campaigns method. A player can choose one rules item from outside the three core rulebooks for each character level. This rules item may be a feat, a spell, a magic item, a mundane item, or a prestige class. [b]2)[/b] Another method I have thought of is to allow a character one sourcebook to use in addition to the core rules and nothing else (and compilations like the Spell Compendium do not count). So an elf may choose Races of Destiny to add some extra elfy options to his character, or the fighter may choose Complete Warrior to give himself access to better fighting feats. [b]3)[/b] Then, there is always the draconian method: learning any ability outside the PH requires research. For spells the PC must follow the rules for original spell research (and if you want to be a real stickler about it, the player doesn't even know whether you'll allow the spell until his PC has finished his research). For feats, the PC must spend two weeks training with a guild or military establishment. To join a prestige class, the PC must join an in-character organization in the world. To get an item, the PC must research the item (usually spending 1.5 of the item's cost in research to try to develop a prototype). [/QUOTE]
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