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General Tabletop Discussion
*TTRPGs General
Do you let your clerics have all the spells?
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<blockquote data-quote="Perun" data-source="post: 3037451" data-attributes="member: 6037"><p>I have a 13th-level druid character in a currently on-hiatus game, and the DM has pretty much given me the hands open approach when it comes to spells and wild shape forms. I'd always prepare either short descriptions and stat block of new spells (and wild shape forms), or I'd type and print them, and always at least a couple days before the next session (so my DM was fully aware of any new spell or form I brought to the game).</p><p></p><p>The character became a bureaucratic nightmare. I had, effectively, a 1.5-cm-thick character sheet. I'd take up half the gaming table with my papers, ond I'd often lose my actual character sheet in that mess. Now I've been traumatised with open-ended spell list characters (one of the main reasons I'm playing the first ever sorcerer in our group currently).</p><p></p><p>My advice? Core only spells, plus whatever's important for the campaign. </p><p></p><p>As an option, perhaps introducing a feat similar to the initiate line of feats (from FR and CD); each time the character selects it, he can pick a number of spells equal to 3 + his Wis modifier that he can permanently add to his spell list. </p><p></p><p>IMO, this would work best if combined with divine magical writings approach right there in the PH, so if the plaer wants a quick, easy way to gain new spells he can just take the feat, or, if he's feat-stingy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, he can go and search for spells through adventuring.</p></blockquote><p></p>
[QUOTE="Perun, post: 3037451, member: 6037"] I have a 13th-level druid character in a currently on-hiatus game, and the DM has pretty much given me the hands open approach when it comes to spells and wild shape forms. I'd always prepare either short descriptions and stat block of new spells (and wild shape forms), or I'd type and print them, and always at least a couple days before the next session (so my DM was fully aware of any new spell or form I brought to the game). The character became a bureaucratic nightmare. I had, effectively, a 1.5-cm-thick character sheet. I'd take up half the gaming table with my papers, ond I'd often lose my actual character sheet in that mess. Now I've been traumatised with open-ended spell list characters (one of the main reasons I'm playing the first ever sorcerer in our group currently). My advice? Core only spells, plus whatever's important for the campaign. As an option, perhaps introducing a feat similar to the initiate line of feats (from FR and CD); each time the character selects it, he can pick a number of spells equal to 3 + his Wis modifier that he can permanently add to his spell list. IMO, this would work best if combined with divine magical writings approach right there in the PH, so if the plaer wants a quick, easy way to gain new spells he can just take the feat, or, if he's feat-stingy :), he can go and search for spells through adventuring. [/QUOTE]
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Do you let your clerics have all the spells?
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