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<blockquote data-quote="Helldritch" data-source="post: 8094954" data-attributes="member: 6855114"><p>The rule upon which you can change a spell known on a long rest... I could've been clearer... my bad.</p><p></p><p></p><p>And for me, it is a whole world of difference. I mainly play campaign where one adventure can take a few weeks. I use a variant of resting where a short rest is 10 minutes, a long rest is 8h but no HP are recovered. This means that with that rule, it only takes a sorcerer a few rest to change his whole spell known (depending on level) and with proper divinations, the sorcerer will be able to fully adapt to the next adventure.</p><p></p><p>I also use what I call "intermede" adventures. These are short adventures modeled on job postings but for very short assignment well that are shown well in advanced.</p><p></p><p>Examples of what you could see at 1st level: Groups (yes with an S) of goblins are terrorizing surrounding farmland. Seeking adventurer to patrol the area for 10 days. 20 gold paid for patroling the area plus 5 gold per slain goblins. Asserted slain goblins will be agreed upon the good faith and word of honnor of any paladin or cleric swearing an oath on his/her god (swearing an oath on your god is a big thing in my campaign, never done lightly). In the absence of a paladin or cleric, a zone of truth will be used at the adventurer's cost. Finders keepers of all treasures to hired adventurers. Any stolen goods by the goblins will be bought back at 50% value rate (instead of a 10 to 15% that is the usual).</p><p></p><p>A red dragon adult has been sighted flying over southern Vesve forest. Hardy group of adventurers are sought to find and slay the beast. Finders keepers of all treasures to hired adventurers. 5,000 gold reward will be given upon the good faith and word of honnor of any paladin or cleric swearing an oath on his/her god. In the absence of a paladin or cleric, a zone of truth will be used at the adventurer's cost.</p><p></p><p>These intermedes are usually about 5 to 10 at all times and can change from down time to down time. One or two can be done in about one 4 hours sessions.</p><p></p><p>It is one of the reasons that I hate the new rule, as a sorcerer will always be able to fully adapt for the tasks at hand without any troubles whatsoever.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8094954, member: 6855114"] The rule upon which you can change a spell known on a long rest... I could've been clearer... my bad. And for me, it is a whole world of difference. I mainly play campaign where one adventure can take a few weeks. I use a variant of resting where a short rest is 10 minutes, a long rest is 8h but no HP are recovered. This means that with that rule, it only takes a sorcerer a few rest to change his whole spell known (depending on level) and with proper divinations, the sorcerer will be able to fully adapt to the next adventure. I also use what I call "intermede" adventures. These are short adventures modeled on job postings but for very short assignment well that are shown well in advanced. Examples of what you could see at 1st level: Groups (yes with an S) of goblins are terrorizing surrounding farmland. Seeking adventurer to patrol the area for 10 days. 20 gold paid for patroling the area plus 5 gold per slain goblins. Asserted slain goblins will be agreed upon the good faith and word of honnor of any paladin or cleric swearing an oath on his/her god (swearing an oath on your god is a big thing in my campaign, never done lightly). In the absence of a paladin or cleric, a zone of truth will be used at the adventurer's cost. Finders keepers of all treasures to hired adventurers. Any stolen goods by the goblins will be bought back at 50% value rate (instead of a 10 to 15% that is the usual). A red dragon adult has been sighted flying over southern Vesve forest. Hardy group of adventurers are sought to find and slay the beast. Finders keepers of all treasures to hired adventurers. 5,000 gold reward will be given upon the good faith and word of honnor of any paladin or cleric swearing an oath on his/her god. In the absence of a paladin or cleric, a zone of truth will be used at the adventurer's cost. These intermedes are usually about 5 to 10 at all times and can change from down time to down time. One or two can be done in about one 4 hours sessions. It is one of the reasons that I hate the new rule, as a sorcerer will always be able to fully adapt for the tasks at hand without any troubles whatsoever. [/QUOTE]
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