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How do YOU handle new spells?
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<blockquote data-quote="Shallown" data-source="post: 1455419" data-attributes="member: 1368"><p>I think Wedge has a good idea. Not being to strict but put the same restricts/expectations on all the classes may help them feel they are all in this together. No we wait while the wizard hunts spells. We all have to hunt for teachers, mentors or spend time practicing. Most important factor is let this be a fun part not somethingthat hangs over their head all the time. Sometimes it will be an event that you fast forward through versus spending sessions roleplaying it. Let it be a tool not a burden.</p><p></p><p>Yeah getting the players input is important. To some extent they will do this by searching for specific spells and such. But also remember if what you say is true then the character doesn't know a spell like fireball exist for example even if the player does. Try to have them phrase what they are looking for more as "I want a spell that can deal with a large group of people at once" Not I want fireball or such. Then you can throw a greater sleep or something unexpected but that fits the bill. </p><p></p><p>Also Consider doing more variations of spells using metamagic as a guideline. If you screw up and throw out something that is too much or not enough after playing remember that magic is unpredictable and just cause this newly researched spell works great blasting people left and right doesn't mean it doesn't for some reason break down later and work a little less effectively (ie more balanced with other spells of the same level) Or even get a jump in power if it is less than useful. This is somethingyou let players know up front so they aren't surprised by changes later. Just say that all spells except the tried and true ones go through practice/tuning duringthegame.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1455419, member: 1368"] I think Wedge has a good idea. Not being to strict but put the same restricts/expectations on all the classes may help them feel they are all in this together. No we wait while the wizard hunts spells. We all have to hunt for teachers, mentors or spend time practicing. Most important factor is let this be a fun part not somethingthat hangs over their head all the time. Sometimes it will be an event that you fast forward through versus spending sessions roleplaying it. Let it be a tool not a burden. Yeah getting the players input is important. To some extent they will do this by searching for specific spells and such. But also remember if what you say is true then the character doesn't know a spell like fireball exist for example even if the player does. Try to have them phrase what they are looking for more as "I want a spell that can deal with a large group of people at once" Not I want fireball or such. Then you can throw a greater sleep or something unexpected but that fits the bill. Also Consider doing more variations of spells using metamagic as a guideline. If you screw up and throw out something that is too much or not enough after playing remember that magic is unpredictable and just cause this newly researched spell works great blasting people left and right doesn't mean it doesn't for some reason break down later and work a little less effectively (ie more balanced with other spells of the same level) Or even get a jump in power if it is less than useful. This is somethingyou let players know up front so they aren't surprised by changes later. Just say that all spells except the tried and true ones go through practice/tuning duringthegame. Later [/QUOTE]
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