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Modifying the AU casting system
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<blockquote data-quote="Varianor Abroad" data-source="post: 1491598" data-attributes="member: 12425"><p>My first observation is that standard D&D has this problem too . If the players have access to the PH, then there's little in the way of surprises that a villain can throw at them. So why reduce the availability of spells, when that's actually the stock in trade of the AU casters? Spell templates are what gives a spell a twist. An electric mudball or a cold fireburst (uh, eldritch blast) were pretty surprising to my players. There's also exotic spells out there which are only available if you pay a feat for them. Pretty rare to do that.</p><p></p><p>My second observation is that there's lots of product out there (Complete Book of Eldritch Might, Book of Hallowed Might II, etc) with AU conversions for new, never-before-seen spells to shock your players with. Consider picking those up instead of limiting their options.</p><p></p><p>What this really does is limit the amount of spells into the game, allowing the DM to prepare better to foil them with NPC and monster abilities, items and their own spells. (I'm not saying that you're doing this, by the way, just noting that it reduces the amount of spells that you have to worry about.)</p><p></p><p>I don't think it adds to the game from the player's perspective. It forces them all to be more like sorcerers, with the added detriment that they have fewer spells to cast per day than a sorcerer. Instead of the variety of options that I see players choosing, you'll get a humdrum selection of the same combat spells for every caster because those are the must-haves.</p><p></p><p>Have you asked your players about this by the way? What do they think?</p><p></p><p>All that being said, if you really still want a mechanism, I'd go with double or treble their spells readied per day per level as the number known automatically. Then you can add the learning chances. Your learning methods seem fine, <em>if </em> you're going to implement this system.</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 1491598, member: 12425"] My first observation is that standard D&D has this problem too . If the players have access to the PH, then there's little in the way of surprises that a villain can throw at them. So why reduce the availability of spells, when that's actually the stock in trade of the AU casters? Spell templates are what gives a spell a twist. An electric mudball or a cold fireburst (uh, eldritch blast) were pretty surprising to my players. There's also exotic spells out there which are only available if you pay a feat for them. Pretty rare to do that. My second observation is that there's lots of product out there (Complete Book of Eldritch Might, Book of Hallowed Might II, etc) with AU conversions for new, never-before-seen spells to shock your players with. Consider picking those up instead of limiting their options. What this really does is limit the amount of spells into the game, allowing the DM to prepare better to foil them with NPC and monster abilities, items and their own spells. (I'm not saying that you're doing this, by the way, just noting that it reduces the amount of spells that you have to worry about.) I don't think it adds to the game from the player's perspective. It forces them all to be more like sorcerers, with the added detriment that they have fewer spells to cast per day than a sorcerer. Instead of the variety of options that I see players choosing, you'll get a humdrum selection of the same combat spells for every caster because those are the must-haves. Have you asked your players about this by the way? What do they think? All that being said, if you really still want a mechanism, I'd go with double or treble their spells readied per day per level as the number known automatically. Then you can add the learning chances. Your learning methods seem fine, [I]if [/I] you're going to implement this system. [/QUOTE]
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