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Community
General Tabletop Discussion
*Dungeons & Dragons
[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="DEFCON 1" data-source="post: 9260909" data-attributes="member: 7006"><p>As much as it might be a hassle for a particular DM to do... both in terms of the work and in getting your players to go along with it... I do think one of the most successful ways to get a game to work the way you would want it to work is by just creating condensed spell lists for each class/subclass. That way you can just take out the spells you don't want to use from the game (especially ones that remove Exploration obstacles) without making the players think that's specifically why you are curtailing their spell lists.</p><p></p><p>As I think might have been mentioned earlier in this thread (or perhaps one of the other ones) back in Basic D&D the Cleric and the Magic-User has like <strong>8</strong> spells to choose from at each level. That's it. The amount of stuff characters could do with magic was curtailed so much more than what is possible today. And there's no reason why a DM couldn't just go back to that today if they wanted to just put in the work and deal with the possible player complaints. You don't want <em>Comprehend Languages</em> or <em>Tiny Hut</em> or <em>Create Water</em> or any teleport or <em>Fly</em> spells because they all just bypass Exploration challenges? Create new class spell lists for your game where none of those spells are included.</p><p></p><p>It's no different than what we would say to the DM who says they wished D&D would just go back to the Core Four classes with everything else being subclasses. We'd tell them "Just do it!" You don't have to wait for WotC, you can make that exact type of game for yourself right now with a little bit of work. And the same holds true for "too much magic" in the game. Don't wait for WotC to do it... just take it out yourself.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9260909, member: 7006"] As much as it might be a hassle for a particular DM to do... both in terms of the work and in getting your players to go along with it... I do think one of the most successful ways to get a game to work the way you would want it to work is by just creating condensed spell lists for each class/subclass. That way you can just take out the spells you don't want to use from the game (especially ones that remove Exploration obstacles) without making the players think that's specifically why you are curtailing their spell lists. As I think might have been mentioned earlier in this thread (or perhaps one of the other ones) back in Basic D&D the Cleric and the Magic-User has like [B]8[/B] spells to choose from at each level. That's it. The amount of stuff characters could do with magic was curtailed so much more than what is possible today. And there's no reason why a DM couldn't just go back to that today if they wanted to just put in the work and deal with the possible player complaints. You don't want [I]Comprehend Languages[/I] or [I]Tiny Hut[/I] or [I]Create Water[/I] or any teleport or [I]Fly[/I] spells because they all just bypass Exploration challenges? Create new class spell lists for your game where none of those spells are included. It's no different than what we would say to the DM who says they wished D&D would just go back to the Core Four classes with everything else being subclasses. We'd tell them "Just do it!" You don't have to wait for WotC, you can make that exact type of game for yourself right now with a little bit of work. And the same holds true for "too much magic" in the game. Don't wait for WotC to do it... just take it out yourself. [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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