Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Modifying the AU casting system
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Terraism" data-source="post: 1491771" data-attributes="member: 278"><p>Because in core D&D, wizards don't <em>have</em> every spell available - meaning that they can fight a wizard that throws a spell at them they don't have.</p><p> </p><p> True enough, but the problem with so many of those templates is cost - not just laden, but every one of those electric mudballs costs 30 gp - which means that to introduce anything the players haven't seen, spellwise, costs so much a pop. I don't like that idea much - because, reasonably, no individual is going to turn every mudball into an electric one.</p><p> </p><p> Got 'em. (Well, the <em>Complete Book</em>, anyway. Didn't realize <em>Hallowed Might II</em> had new ones.) Thing is once I allow the spells - whoa, they've got 'em, and they're suddenly nothing special. As a general rule, I don't like allowing a book of material for my NPC's, but not the players - so if I allow the spells in there, the players get them all too. And, viola, new and never-before-seen are gone, since they have access to all spells.</p><p> </p><p> That's a good point, though I hadn't even thought of that. I just want some feeling of new on the part of the characters, which I can't get with the "everyone knows them all" mindset.</p><p> </p><p> Hm. At the low levels, I haven't really seen a lot of versatility. I've only got quasi-casters, though, which might have something to with it - an unfettered/greenbond, a witch, and a mageblade. They all seem to be grabbing the same spells every day at this level (2nd,) because they can't ready very many in the first place. The greenbond - and witch - both ready <em>Mudball</em>. Every time. The mageblade tends to go with <em>Acrobatics</em> and <em>Animate Weapon</em>. Since I wasn't planning on capping their known spells, my feelings were that, by the time they can ready enough spells that they'd be branching out anyway, they ought to have learned a number from other sources.</p><p> </p><p>Some - the greenbond and mageblade, anyway. The player of the greenbond is all for it, and the mageblade is a newbie, so his opinion was "go with whatever you think'll be better."</p><p> </p><p>Hm. Given how few spells that a character can have readied, with the exception of Greenbonds and Magister, I think that, in the early levels, ~4 + 2/level will probably allow them more flexibility than even triple their spells readied.</p><p> </p><p> Thanks for all the feedback - gave me some angles I hadn't thought of to consider. <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=":)" /></p></blockquote><p></p>
[QUOTE="Terraism, post: 1491771, member: 278"] Because in core D&D, wizards don't [i]have[/i] every spell available - meaning that they can fight a wizard that throws a spell at them they don't have. True enough, but the problem with so many of those templates is cost - not just laden, but every one of those electric mudballs costs 30 gp - which means that to introduce anything the players haven't seen, spellwise, costs so much a pop. I don't like that idea much - because, reasonably, no individual is going to turn every mudball into an electric one. Got 'em. (Well, the [i]Complete Book[/i], anyway. Didn't realize [i]Hallowed Might II[/i] had new ones.) Thing is once I allow the spells - whoa, they've got 'em, and they're suddenly nothing special. As a general rule, I don't like allowing a book of material for my NPC's, but not the players - so if I allow the spells in there, the players get them all too. And, viola, new and never-before-seen are gone, since they have access to all spells. That's a good point, though I hadn't even thought of that. I just want some feeling of new on the part of the characters, which I can't get with the "everyone knows them all" mindset. Hm. At the low levels, I haven't really seen a lot of versatility. I've only got quasi-casters, though, which might have something to with it - an unfettered/greenbond, a witch, and a mageblade. They all seem to be grabbing the same spells every day at this level (2nd,) because they can't ready very many in the first place. The greenbond - and witch - both ready [i]Mudball[/i]. Every time. The mageblade tends to go with [i]Acrobatics[/i] and [i]Animate Weapon[/i]. Since I wasn't planning on capping their known spells, my feelings were that, by the time they can ready enough spells that they'd be branching out anyway, they ought to have learned a number from other sources. Some - the greenbond and mageblade, anyway. The player of the greenbond is all for it, and the mageblade is a newbie, so his opinion was "go with whatever you think'll be better." Hm. Given how few spells that a character can have readied, with the exception of Greenbonds and Magister, I think that, in the early levels, ~4 + 2/level will probably allow them more flexibility than even triple their spells readied. Thanks for all the feedback - gave me some angles I hadn't thought of to consider. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Modifying the AU casting system
Top