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granting spells to Divine and Wild adepts
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<blockquote data-quote="Wulf Ratbane" data-source="post: 1747828" data-attributes="member: 94"><p>GlassJaw, first off, I appreciate all your interest in Grim Tales.</p><p></p><p>Now on to your problem...</p><p></p><p>The problem, as I see it, is that you are still locked in a D&D mentality. Players don't decide, "I want to be a Magical Adept!"</p><p></p><p>Remember, it's a talent, not a class. And it's an advanced talent, at that-- which means 3rd level or higher.</p><p></p><p>You seem to think that you are obligated to let the players choose this talent, and then you have to cater to that desire. That's backwards!</p><p></p><p>What you should be doing is providing a source of spells-- completely at your whim, when you are ready and only those spells you are comfortable with having in your campaign. </p><p></p><p>Remember, anybody can learn spells. Perhaps you drop a dusty tome in the path of the party. Perhaps a demonic or shamanic spirit appears to the players and offers one or even allof them knowledge of a potent spell-- perhaps in exchange for some task performed or some promise thereof.</p><p></p><p>Once the players have a SOURCE of spell knowledge, and once they have LEARNED a spell, then they can CAST a spell. Moving on from there, some of those players are quite naturally going to want to pursue further power by taking the Magical Adept talent to gain some control over this dangerous new knowledge.</p><p></p><p>Divine and Wild Adepts are really no more at the whim of the GM than are Arcane Adepts, it's just that the source of their spell knowledge is less overt than a dusty tome and requires more creativity.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 1747828, member: 94"] GlassJaw, first off, I appreciate all your interest in Grim Tales. Now on to your problem... The problem, as I see it, is that you are still locked in a D&D mentality. Players don't decide, "I want to be a Magical Adept!" Remember, it's a talent, not a class. And it's an advanced talent, at that-- which means 3rd level or higher. You seem to think that you are obligated to let the players choose this talent, and then you have to cater to that desire. That's backwards! What you should be doing is providing a source of spells-- completely at your whim, when you are ready and only those spells you are comfortable with having in your campaign. Remember, anybody can learn spells. Perhaps you drop a dusty tome in the path of the party. Perhaps a demonic or shamanic spirit appears to the players and offers one or even allof them knowledge of a potent spell-- perhaps in exchange for some task performed or some promise thereof. Once the players have a SOURCE of spell knowledge, and once they have LEARNED a spell, then they can CAST a spell. Moving on from there, some of those players are quite naturally going to want to pursue further power by taking the Magical Adept talent to gain some control over this dangerous new knowledge. Divine and Wild Adepts are really no more at the whim of the GM than are Arcane Adepts, it's just that the source of their spell knowledge is less overt than a dusty tome and requires more creativity. Wulf [/QUOTE]
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