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Limited Spell-Lists and Trailblazer?
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<blockquote data-quote="Sylrae" data-source="post: 5259879" data-attributes="member: 48520"><p>I'm in the camp that doesn't like the all-spells for each class thing. </p><p></p><p>I know it's a flavor problem moreso than a mechanics problem, but still.</p><p>Can I get some suggestion on how to use the trailblazer system and give more limited spell access?</p><p></p><p>I want my wizards to have spell-books. in 3.5/PFRPG, I don't give them all 0-level spells either, they have to pick which ones (I usually give them like 15 or so). </p><p></p><p>You mention it is a matter of money (which isn't a limiting factor), but that's only if they can readily buy spells. Availability limits spells too. In many campaigns, characters can't readily buy just anything they want.</p><p></p><p>I tend to randomly generate shop inventory by what fits the place they're in and who they're talking to. So the scroll the wizard is looking often for won't be there unless he wants to hunt it down - If they go to a large city and go to a mages' guild they'll have better spell access, but again, they won't have complete availability for gear. Higher level spells are harder to hunt down, and many spells aren't widely known.</p><p></p><p>I like the sorcerer/bard to have a limited spell selection overall.</p><p></p><p>I'll admit: I don't like it for clerics either > I think different gods should grant different spells. This extends to paladins.</p><p></p><p>Druids might be the exception to this.. I'm not sure they should be limited the same way I see everyone else being limited. Their limit is that all the spells are nature spells instead.</p><p></p><p>Suggestions on how to implement?</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5259879, member: 48520"] I'm in the camp that doesn't like the all-spells for each class thing. I know it's a flavor problem moreso than a mechanics problem, but still. Can I get some suggestion on how to use the trailblazer system and give more limited spell access? I want my wizards to have spell-books. in 3.5/PFRPG, I don't give them all 0-level spells either, they have to pick which ones (I usually give them like 15 or so). You mention it is a matter of money (which isn't a limiting factor), but that's only if they can readily buy spells. Availability limits spells too. In many campaigns, characters can't readily buy just anything they want. I tend to randomly generate shop inventory by what fits the place they're in and who they're talking to. So the scroll the wizard is looking often for won't be there unless he wants to hunt it down - If they go to a large city and go to a mages' guild they'll have better spell access, but again, they won't have complete availability for gear. Higher level spells are harder to hunt down, and many spells aren't widely known. I like the sorcerer/bard to have a limited spell selection overall. I'll admit: I don't like it for clerics either > I think different gods should grant different spells. This extends to paladins. Druids might be the exception to this.. I'm not sure they should be limited the same way I see everyone else being limited. Their limit is that all the spells are nature spells instead. Suggestions on how to implement? [/QUOTE]
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