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How would you make a campaign that focuses on PCs finding and using new spells?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8466546" data-attributes="member: 42856"><p>I wouldn't change the balance of spellcasting class to make them work with the learning new spells mechanics of wizards. It is possible the change is small, but there might be unintensed consequences so I'd err on the safe side.</p><p></p><p>I also would try to find a way to involve non spellcasters, assuming an "all wizard" campaign is out of the question. Which is actually my favorite idea in this particular case, given the number of subclasses of wizards available. Mabe at most multiclassed wizard X / something Y with X necessarily superior to Y.</p><p></p><p>If it wasn't, the easiest answer is to have characters competing for their university lab to get a grant and have the dean elected from their rank, which is determined by contribution to magical knowledge, something easier found in old tomes, by speaking with dragons and making deal with otherworldly entities than by bona fide magical research. It would provide the group with motivation, resources, antagonists (the other uni labs...) Remember that university politics are a very serious topic... if candidates to tenure could cast fireball... But at the same times the competing teams are colleagues and you can't really off the dean of Astrology to solve your problems (the uni would pay for resurrection, it's part of the benefits of working at a reputable college like Arcanix). Their goal could be to unlock a 10th level spell, theorized to exist but currebtly unknown...</p><p></p><p>Since your goal is to see more use of the spells from supplements, I'd make the adventurers level by story achievement: you need to find one spell of your best spellcasting level to advance a level. So each adventure can provide new spells, but not necessarily one of their top level so you can control the pacing. I'd also have the 2 free spells by level be studied from the new arcane sources as the players obviously don't have time to do traditional arcane research. On their way to 10th level they'll certainly find an interesting grimoire... Include interesting components into some of the spells to have the players turn into extraplanar taxidermists at some point: "we need 300 succubi hearts to experiment with this new Mass Dominate Humanoid spell we're submitting" I'd probably gamify research at some point (but my group had a blast playing with an excel sheet and doing retroplanning for a kobold tribe excavating a dragon's tomb once, other groups might not like it as much...)</p><p></p><p>Allowing your all wizard team to nova often will make them use their new and fun spells with abandon and the absence of class mix will allow you to play with the imbalance without stealing a class's spotlight.</p><p></p><p>Also, include spells they can discover and thzt lack any practical adventuring effect for flavor. 5e spells are geared mostly towars adventuring but their is no reason not to have Regional Blessing of Megafauna Fertility that double your chances of encountering a smilodon for the next five years (4th level, stacks with itself is cast by another wizars, a dinosaur bone as a focus, 3 days castinf duration). Or Banish Tax Evasion (6th level, targets a city). At some point I can see the players finding a spell they absolutely don't know the effects... will they try it out? What if the effects aren't immediately obvious?</p><p></p><p>I mentionned finding spells in dungeon. Whzt do you find in dungeons? Adventurers! I can see a reverse dungeon where the heroes wznt to.preserve the dungeon while they excavate the delicate ancient clay tablets with a toothbrush while a group of dwarven fighters want only to get rid of that sleepy Smaug fellow from the other rooms the wizard had no problem with so far...</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8466546, member: 42856"] I wouldn't change the balance of spellcasting class to make them work with the learning new spells mechanics of wizards. It is possible the change is small, but there might be unintensed consequences so I'd err on the safe side. I also would try to find a way to involve non spellcasters, assuming an "all wizard" campaign is out of the question. Which is actually my favorite idea in this particular case, given the number of subclasses of wizards available. Mabe at most multiclassed wizard X / something Y with X necessarily superior to Y. If it wasn't, the easiest answer is to have characters competing for their university lab to get a grant and have the dean elected from their rank, which is determined by contribution to magical knowledge, something easier found in old tomes, by speaking with dragons and making deal with otherworldly entities than by bona fide magical research. It would provide the group with motivation, resources, antagonists (the other uni labs...) Remember that university politics are a very serious topic... if candidates to tenure could cast fireball... But at the same times the competing teams are colleagues and you can't really off the dean of Astrology to solve your problems (the uni would pay for resurrection, it's part of the benefits of working at a reputable college like Arcanix). Their goal could be to unlock a 10th level spell, theorized to exist but currebtly unknown... Since your goal is to see more use of the spells from supplements, I'd make the adventurers level by story achievement: you need to find one spell of your best spellcasting level to advance a level. So each adventure can provide new spells, but not necessarily one of their top level so you can control the pacing. I'd also have the 2 free spells by level be studied from the new arcane sources as the players obviously don't have time to do traditional arcane research. On their way to 10th level they'll certainly find an interesting grimoire... Include interesting components into some of the spells to have the players turn into extraplanar taxidermists at some point: "we need 300 succubi hearts to experiment with this new Mass Dominate Humanoid spell we're submitting" I'd probably gamify research at some point (but my group had a blast playing with an excel sheet and doing retroplanning for a kobold tribe excavating a dragon's tomb once, other groups might not like it as much...) Allowing your all wizard team to nova often will make them use their new and fun spells with abandon and the absence of class mix will allow you to play with the imbalance without stealing a class's spotlight. Also, include spells they can discover and thzt lack any practical adventuring effect for flavor. 5e spells are geared mostly towars adventuring but their is no reason not to have Regional Blessing of Megafauna Fertility that double your chances of encountering a smilodon for the next five years (4th level, stacks with itself is cast by another wizars, a dinosaur bone as a focus, 3 days castinf duration). Or Banish Tax Evasion (6th level, targets a city). At some point I can see the players finding a spell they absolutely don't know the effects... will they try it out? What if the effects aren't immediately obvious? I mentionned finding spells in dungeon. Whzt do you find in dungeons? Adventurers! I can see a reverse dungeon where the heroes wznt to.preserve the dungeon while they excavate the delicate ancient clay tablets with a toothbrush while a group of dwarven fighters want only to get rid of that sleepy Smaug fellow from the other rooms the wizard had no problem with so far... [/QUOTE]
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How would you make a campaign that focuses on PCs finding and using new spells?
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