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<blockquote data-quote="Gold Roger" data-source="post: 3014839" data-attributes="member: 33904"><p>Let the guy research his spell.</p><p></p><p>If a wizard goes and researches a spell it's a significant event and will eventualy be something of his signature, it's unique. Then it's clear that it may be a spell effect rare for wizards, just as it's clear that a spell uniquely granted to a cleric by his god may be a bit out of line for usual cleric spells.</p><p></p><p>A certain distingtion between clerics and wizards must be kept, but where not talking about fireball and cure here, we are talking about two very minor niches. In that case an exeption can be made.</p><p></p><p>I'm always for not only accomodating players wishes, but also involving them in the very process of world definition, that way they are more convinced that it's their game as well as the DM and are not only happier but also more involved with the game.</p><p></p><p></p><p>The only real problem I see is a game with 6 DM's as players, all with different but strong oppinions and expectations to the game. You may very well miff somebody to the point of group conflict no matter what you do. In that case it isn't a DMing failure, but a simple matter of incompability in the group.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3014839, member: 33904"] Let the guy research his spell. If a wizard goes and researches a spell it's a significant event and will eventualy be something of his signature, it's unique. Then it's clear that it may be a spell effect rare for wizards, just as it's clear that a spell uniquely granted to a cleric by his god may be a bit out of line for usual cleric spells. A certain distingtion between clerics and wizards must be kept, but where not talking about fireball and cure here, we are talking about two very minor niches. In that case an exeption can be made. I'm always for not only accomodating players wishes, but also involving them in the very process of world definition, that way they are more convinced that it's their game as well as the DM and are not only happier but also more involved with the game. The only real problem I see is a game with 6 DM's as players, all with different but strong oppinions and expectations to the game. You may very well miff somebody to the point of group conflict no matter what you do. In that case it isn't a DMing failure, but a simple matter of incompability in the group. [/QUOTE]
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