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New campaign, Core + ONE acessory
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<blockquote data-quote="Piratecat" data-source="post: 2956684" data-attributes="member: 2"><p>As folks have said, the best solution I've found is to keep the cleric spell list fixed at the number of spells in the PHB, and let him swap out spells on a one for one basis if he wants something from the Spell Compendium.</p><p></p><p>I, also, would make the SC the one accessory. Actually I wouldn't stop at one - I'd add PHB2 as well - but you know what I mean.</p><p></p><p>Buzz, I fundamentally disagree with you about whether allowing unfettered access to cleric spells is unbalancing. Here's how I see it: the cleric (already probably the strongest class) has a variety of spells in the PHB, some of which are strong and some of which are weak, and which have a certain cross-section of utility. By freely adding any new cleric spell that is published, you allow the player an unlimited ability to increase the utility of their spell selection; they can still do all the stuff they could before, but now they have a whole lot more things that they can do, and there's no tradeoff or cost for that additional flexibility and power. That's a real concern for me. </p><p></p><p>There's a second reason too, truth be told: allowing unlimited access to spells can create a quagmire of indecision come spell preparation time.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2956684, member: 2"] As folks have said, the best solution I've found is to keep the cleric spell list fixed at the number of spells in the PHB, and let him swap out spells on a one for one basis if he wants something from the Spell Compendium. I, also, would make the SC the one accessory. Actually I wouldn't stop at one - I'd add PHB2 as well - but you know what I mean. Buzz, I fundamentally disagree with you about whether allowing unfettered access to cleric spells is unbalancing. Here's how I see it: the cleric (already probably the strongest class) has a variety of spells in the PHB, some of which are strong and some of which are weak, and which have a certain cross-section of utility. By freely adding any new cleric spell that is published, you allow the player an unlimited ability to increase the utility of their spell selection; they can still do all the stuff they could before, but now they have a whole lot more things that they can do, and there's no tradeoff or cost for that additional flexibility and power. That's a real concern for me. There's a second reason too, truth be told: allowing unlimited access to spells can create a quagmire of indecision come spell preparation time. [/QUOTE]
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