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Community
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Kinda changing rules without telling players.
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<blockquote data-quote="Forrester" data-source="post: 817005" data-attributes="member: 1279"><p>First, I want magic to be, well, a little more magical than it is commonly in 3E. In other words, a first level wizard (that is, the *character*) doesn't have complete access to the PHB. He may know that teleportation spells exist, but not offically What Level they are, etc. </p><p></p><p>Second of all, I can't figure out every single house rule in advance <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. I may know that I want to tinker with, say, teleport, or some save-or-die spells down the line, but know that I'm not going to have to worry about it for months (as the characters are first level and these are fifth or sixth level spells). And so I decide to just hold back on figuring out exactly what the changes are. </p><p></p><p>So while it may be courtesy to tell them what all the changes are, it's both jumping the gun *and* decreasing the mystery I want to add to the campaign. </p><p></p><p>I will say, though, that generally speaking I've told everyone I reserve the right to tweak spells right up to the point before when they pick them, though I usually don't. Or, in the case of some spells, I actually buff them up . . . Shout, for one, needs a serious amount of help <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Hasn't been any problem so far.</p></blockquote><p></p>
[QUOTE="Forrester, post: 817005, member: 1279"] First, I want magic to be, well, a little more magical than it is commonly in 3E. In other words, a first level wizard (that is, the *character*) doesn't have complete access to the PHB. He may know that teleportation spells exist, but not offically What Level they are, etc. Second of all, I can't figure out every single house rule in advance :). I may know that I want to tinker with, say, teleport, or some save-or-die spells down the line, but know that I'm not going to have to worry about it for months (as the characters are first level and these are fifth or sixth level spells). And so I decide to just hold back on figuring out exactly what the changes are. So while it may be courtesy to tell them what all the changes are, it's both jumping the gun *and* decreasing the mystery I want to add to the campaign. I will say, though, that generally speaking I've told everyone I reserve the right to tweak spells right up to the point before when they pick them, though I usually don't. Or, in the case of some spells, I actually buff them up . . . Shout, for one, needs a serious amount of help :). Hasn't been any problem so far. [/QUOTE]
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Kinda changing rules without telling players.
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