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<blockquote data-quote="Li Shenron" data-source="post: 5791919" data-attributes="member: 1465"><p>One more thing about this one sentence...</p><p></p><p>I agree that if the spellcasters have "a spell for everything", then everybody may have nothing left to do.</p><p></p><p>Let's keep in mind however that many of those spells are (mostly) intended to give <em>the whole party</em> an ability that otherwise they don't have it covered. No Rogue in the party? One spellcaster may consider to learn a trapfinding spell. Nobody with decent Charisma-based skills? Someone get a couple of charms. No strongmen to bash doors and thief to pick locks? Get <em>Knock</em>. *</p><p></p><p>Troubles ensues if you already have PCs which want to do those, but someone else steps on their toes with spells. How to handle this?</p><p></p><p>- You could just have <em>less known spells per caster</em>. But as far as I remember, everyone rejoiced at every new edition giving more and more versatility... At least I hope that once and for all they stop the absurdity of divine casters knowing all their spells automatically <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>- You could at least make <em>scrolls and other spell-replicating items less easy to buy or craft</em>, because these are certainly going to be used for those types of spells. However again a lot of gamers won't accept this easily.</p><p></p><p>- You could give casters less spells per day or some other kind of <em>trade-off</em> or even make those spells <em>less reliable</em> so that utility spells are a more significant waste of defensive/offensive spells.</p><p></p><p>(EDIT)</p><p></p><p>* I wonder if other people notice however how imbalance there is here... <em>One spell</em> can sometimes almost provide for an entire missing character type. (That's a bit of an exaggeration, but I think you get the point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5791919, member: 1465"] One more thing about this one sentence... I agree that if the spellcasters have "a spell for everything", then everybody may have nothing left to do. Let's keep in mind however that many of those spells are (mostly) intended to give [I]the whole party[/I] an ability that otherwise they don't have it covered. No Rogue in the party? One spellcaster may consider to learn a trapfinding spell. Nobody with decent Charisma-based skills? Someone get a couple of charms. No strongmen to bash doors and thief to pick locks? Get [I]Knock[/I]. * Troubles ensues if you already have PCs which want to do those, but someone else steps on their toes with spells. How to handle this? - You could just have [I]less known spells per caster[/I]. But as far as I remember, everyone rejoiced at every new edition giving more and more versatility... At least I hope that once and for all they stop the absurdity of divine casters knowing all their spells automatically :erm: - You could at least make [I]scrolls and other spell-replicating items less easy to buy or craft[/I], because these are certainly going to be used for those types of spells. However again a lot of gamers won't accept this easily. - You could give casters less spells per day or some other kind of [I]trade-off[/I] or even make those spells [I]less reliable[/I] so that utility spells are a more significant waste of defensive/offensive spells. (EDIT) * I wonder if other people notice however how imbalance there is here... [I]One spell[/I] can sometimes almost provide for an entire missing character type. (That's a bit of an exaggeration, but I think you get the point ;) ) [/QUOTE]
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