Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Downtime Research Analyzed (and some thoughts on spell research)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BlivetWidget" data-source="post: 7516914" data-attributes="member: 6912801"><p>Yes, this does assume a fair bit of downtime, or a non-adventuring wizard (a wizard out on adventures is hopefully picking up spell loot along the way). The way time works in 5e is left pretty vague, and that's not a bad thing, but it means some tables are going to reach level 20 in the in-game equivalent of a month, while other tables are going to assume decades. The formula for pieces of lore per spell is easy to tweak to match any timetable, though. Just pick numbers that work for you. (spell level)**2 + 1 will shave off some time. Or get rid of the square and use a multiplier to really cut it down.</p><p></p><p>Multiple wizards working on the same project is certainly one way to cut down on the time, and multiple wizards cooperating can also greatly increase their spell count by agreeing to never take the same spells on leveling, then sharing their knowledge =). That's actually why I wanted to come up with some rules for solo research. Using only the available rules, a level 20 wizard can't discover any new spells, but he can take on an apprentice who can learn new magic and teach it to him... (seems rather silly to me!).</p><p></p><p>Best of luck in working out the custom spells. I looked into it, but decided to just stick with existing spells for a number of reasons. First and foremost, the game designers did not follow their own proposed guidelines in the DMG<em> at all</em>. For instance, Fireball, by their guidelines, ought to do 6d6 damage (it does 8d6). Cone of Cold, by their guidelines, should do 8d6 (it does 8d8). These are just two examples off the top of my head. The other issue is, if you're going to make a spell, why even bother if it doesn't give you some advantage you couldn't get otherwise? But if you can make spells more useful than what's in the book, do the other classes get to invent new attacks that are more powerful, too? Inventing new spells is one of those things that makes a lot of sense and would be a lot of fun but makes the non-wizard classes start to lose what appeal they had.</p></blockquote><p></p>
[QUOTE="BlivetWidget, post: 7516914, member: 6912801"] Yes, this does assume a fair bit of downtime, or a non-adventuring wizard (a wizard out on adventures is hopefully picking up spell loot along the way). The way time works in 5e is left pretty vague, and that's not a bad thing, but it means some tables are going to reach level 20 in the in-game equivalent of a month, while other tables are going to assume decades. The formula for pieces of lore per spell is easy to tweak to match any timetable, though. Just pick numbers that work for you. (spell level)**2 + 1 will shave off some time. Or get rid of the square and use a multiplier to really cut it down. Multiple wizards working on the same project is certainly one way to cut down on the time, and multiple wizards cooperating can also greatly increase their spell count by agreeing to never take the same spells on leveling, then sharing their knowledge =). That's actually why I wanted to come up with some rules for solo research. Using only the available rules, a level 20 wizard can't discover any new spells, but he can take on an apprentice who can learn new magic and teach it to him... (seems rather silly to me!). Best of luck in working out the custom spells. I looked into it, but decided to just stick with existing spells for a number of reasons. First and foremost, the game designers did not follow their own proposed guidelines in the DMG[I] at all[/I]. For instance, Fireball, by their guidelines, ought to do 6d6 damage (it does 8d6). Cone of Cold, by their guidelines, should do 8d6 (it does 8d8). These are just two examples off the top of my head. The other issue is, if you're going to make a spell, why even bother if it doesn't give you some advantage you couldn't get otherwise? But if you can make spells more useful than what's in the book, do the other classes get to invent new attacks that are more powerful, too? Inventing new spells is one of those things that makes a lot of sense and would be a lot of fun but makes the non-wizard classes start to lose what appeal they had. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Downtime Research Analyzed (and some thoughts on spell research)
Top