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homebrew idea( looking for feedback/ideas)


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One idea might be to tone down the requirements. I like the idea of your sources; that adds interesting flavour, and I've considered these ideas myself, but not yet implemented it. Let us know how it goes!

In response to an earlier post, I think that its not necessary to go through every spell in the phb and assign requirements initially; if you have some broad ideas how this system will work, you can probably assign on a case-by-case basis. After all, there's a good chance that 50% of the spells or more may never see light of day in a standard campaign. In fact, one idea might be, if you want to involve your players more, to have them suggest the spell requirements as they pick their spells.

I agree with earlier posts suggesting that it might be too much to have a price paid every time a spell is cast; could it be an alternative instead to have, much as clerics and paladins work now, that the caster simply act more or less in accordance with with their particular source's dogma? Perhaps they are required to make some sort of periodic devotion too.

Just a thought, too, which may or may not be that useful to consider; Some level of maturity is required in the game, but I also think, depending on your players, sometimes the folks just want to get together to roll some dice, kill some stuff, and take its treasure, which can be heaps of fun! Perhaps you are confident that moving your game in a particular direction with mechanics will improve the game for everyone, though maybe it wont.
 

well, i didnt fully implement the idea went with another reason for young powerful wizard that everyone seems to like. i did however use it for a big bad end game

high cleric for the god Cthun- in setting an evil god of death and destruction. high priest was sending out raiding parties to destroy and slaughter villages and burn down forests to build up enough power with cthun to cast a world destruction spell. with clerics it makes more sense than any other class. its kinda gain favor by doing things your god likes so that theyll grant you increased access to their powers. or in the case of cthun its drawing the energy to increase cthuns power. he was a god that had fallen from worship and was nothing compared to former glory
 

I'm reminded most about spell components and how the idea of having a long list of how many strings, candles, or scales you had in order to cast was thrown out in 3rd Edition. All you need in order to cast now (lest there's a coin value to the item) is your spell component pouch, and it's pretty much assumed you have all your material components. As such, it can be assumed the wizard did his sins for the day, and can cast his spells without having to micromanage everything. Much more fun. ;)

In terms of a homebrew campaign idea, this sounds more like you want to change the idea of what a wizard/sorcerer (can cleric for that matter). In other words, arcane magic is evil, while divine is good? There's nothing wrong with this direction, and it's something I would consider attempting at some point. As long as it's fun, mind you, because having alignment restrictions on arcane casters and clerics (doubly so) can be rough.
 


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