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<blockquote data-quote="DEFCON 1" data-source="post: 8022554" data-attributes="member: 7006"><p>Not necessarily.</p><p></p><p>I mean if you think about it... the game had this back in the AD&D days with the reversible spells. Cure Wounds and Inflict Wounds weren't two separate spells, they were one spell that you would prepare "reversed" in the morning to get the other effect. And the only thing you really gained by doing it is you got an extra effect without having to use one of your known spells to acquire it.</p><p></p><p>What you are talking about are pretty much the same thing... a whole bunch of various spell effects that just take up one "known spell" slot or one "prepared spell" slot. But that's the kind of thing that if it were put into place, most likely the game would just reduce the number of known or prepared spells a class got per day. So you'd end up with very similar numbers of spell effects when all was said and done. Rather than getting and using 5 prepared spell slots to prepare 5 spells, you'd get 1 prepared spell slot to get 1 spell that had 5 various spell effects in it.</p><p></p><p>But as it is right now... you can get all those spells without changing how spells are currently written in the game-- you just as DM give the players more known or prepared spells. If someone wanted <em>Guidance, Bless, Heroism, Aid</em>, and <em>Enhance Ability</em>, they could just use the extra slots and take them. Without having to re-write the game to do so.</p><p></p><p>Now that being said... I think I can understand what's really underlying your idea. If I had to guess... I would say the reason you probably wouldn't like the simpler idea of giving out more known or prepared spells is that most players are naturally min-maxers at heart, and they wouldn't use those extra slots to take <em>Guidance, Bless, Heroism, Aid</em>, and <em>Enhance Ability</em>. Instead, they'd take maybe one or two of them that they wanted, and then loaded up on all the other uber-powerful spells instead-- <em>Fireball, Mirror Image, Haste</em> etc. etc. Which kind of defeats the purpose of your desire, which I think is meant to get all these more esoteric spells back into the game because normally few people select them. If people never take <em>Witch Bolt</em> when they have the option... then you bundle it with a couple other lightning spells into one single spell so that players have it at their fingertips. Only downside of course being that players still won't probably ever use it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8022554, member: 7006"] Not necessarily. I mean if you think about it... the game had this back in the AD&D days with the reversible spells. Cure Wounds and Inflict Wounds weren't two separate spells, they were one spell that you would prepare "reversed" in the morning to get the other effect. And the only thing you really gained by doing it is you got an extra effect without having to use one of your known spells to acquire it. What you are talking about are pretty much the same thing... a whole bunch of various spell effects that just take up one "known spell" slot or one "prepared spell" slot. But that's the kind of thing that if it were put into place, most likely the game would just reduce the number of known or prepared spells a class got per day. So you'd end up with very similar numbers of spell effects when all was said and done. Rather than getting and using 5 prepared spell slots to prepare 5 spells, you'd get 1 prepared spell slot to get 1 spell that had 5 various spell effects in it. But as it is right now... you can get all those spells without changing how spells are currently written in the game-- you just as DM give the players more known or prepared spells. If someone wanted [I]Guidance, Bless, Heroism, Aid[/I], and [I]Enhance Ability[/I], they could just use the extra slots and take them. Without having to re-write the game to do so. Now that being said... I think I can understand what's really underlying your idea. If I had to guess... I would say the reason you probably wouldn't like the simpler idea of giving out more known or prepared spells is that most players are naturally min-maxers at heart, and they wouldn't use those extra slots to take [I]Guidance, Bless, Heroism, Aid[/I], and [I]Enhance Ability[/I]. Instead, they'd take maybe one or two of them that they wanted, and then loaded up on all the other uber-powerful spells instead-- [I]Fireball, Mirror Image, Haste[/I] etc. etc. Which kind of defeats the purpose of your desire, which I think is meant to get all these more esoteric spells back into the game because normally few people select them. If people never take [I]Witch Bolt[/I] when they have the option... then you bundle it with a couple other lightning spells into one single spell so that players have it at their fingertips. Only downside of course being that players still won't probably ever use it. :) [/QUOTE]
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