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[Grim Tales] Spell lists?
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<blockquote data-quote="Wrathamon" data-source="post: 2019435" data-attributes="member: 7989"><p>Yah my players wont go with that... it is too opposite the way they think.</p><p></p><p>They want to plan ahead and know what they can or cant have. </p><p></p><p>maybe next game I can "break" them of those constraints but this one they want boundaries.</p><p></p><p>They seriously need baby steps or else I am stuck playing core D&D for life or find another group... which I dont want to do.</p><p></p><p>Finding arcane spells works for treasure troves and such but Divine casters dont find spells they pray for them, so they need to have some idea of what they pray for or else they feel like I am making their characters for them by going here is spell you got. I need to be able to give them choices and its easier to show spells we arent using then all the spells we are.</p><p></p><p>Maybe GT isnt for my players and I will have to use another system. Oh well it looked cool and I was glad when I finally got it from Amazon.</p><p></p><p>Edit: these guys plan their characters out from 1st to 20th level and have insane backstories and are extremely specialized and know what they want to play, because they need to "get into character" they are a strange mix of hardcore roleplayers and power gamers mixed into one... it is really scary at times. Getting them to play anything other than straight D&D was a chore to even get them to say "yah lets try another take on the same core system and see how it plays". They want to see what they can or cant do, and not knowing what spells they will have access to was one of the big... "eh not sure I want to play this". So that is why I was coming up with a way to go okay here are the spells you are not going to see during this game, but you will see these. Telling them to think and play a specific way, is just going to alienate them... sorta like you did me.</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 2019435, member: 7989"] Yah my players wont go with that... it is too opposite the way they think. They want to plan ahead and know what they can or cant have. maybe next game I can "break" them of those constraints but this one they want boundaries. They seriously need baby steps or else I am stuck playing core D&D for life or find another group... which I dont want to do. Finding arcane spells works for treasure troves and such but Divine casters dont find spells they pray for them, so they need to have some idea of what they pray for or else they feel like I am making their characters for them by going here is spell you got. I need to be able to give them choices and its easier to show spells we arent using then all the spells we are. Maybe GT isnt for my players and I will have to use another system. Oh well it looked cool and I was glad when I finally got it from Amazon. Edit: these guys plan their characters out from 1st to 20th level and have insane backstories and are extremely specialized and know what they want to play, because they need to "get into character" they are a strange mix of hardcore roleplayers and power gamers mixed into one... it is really scary at times. Getting them to play anything other than straight D&D was a chore to even get them to say "yah lets try another take on the same core system and see how it plays". They want to see what they can or cant do, and not knowing what spells they will have access to was one of the big... "eh not sure I want to play this". So that is why I was coming up with a way to go okay here are the spells you are not going to see during this game, but you will see these. Telling them to think and play a specific way, is just going to alienate them... sorta like you did me. [/QUOTE]
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