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<blockquote data-quote="DND_Reborn" data-source="post: 8097299" data-attributes="member: 6987520"><p>Of course, this happens, but often the character <em>do </em>know what they are heading into:</p><ul> <li data-xf-list-type="ul">You are infiltrating X stronghold or dungeon.</li> <li data-xf-list-type="ul">Lord Y wants you to explore region Z.</li> <li data-xf-list-type="ul">Army of ABC is heading towards castle D and will be here in a week. You must defend it.</li> <li data-xf-list-type="ul">Etc.</li> </ul><p>For every adventure they stumble upon, there are just as many (if not more IME) they have an idea of what they are heading into, and don't need Divination magic to see what most likely lies ahead.</p><p></p><p></p><p></p><p>You know some of the spells on your list are available to other classes (such as Locate Object), so this is a better list IMO:</p><ul> <li data-xf-list-type="ul">Grease</li> <li data-xf-list-type="ul">Arcane Lock</li> <li data-xf-list-type="ul">Melf’s Acid Arrow</li> <li data-xf-list-type="ul">Nystul’s Magic Aura</li> <li data-xf-list-type="ul">Rope Trick</li> <li data-xf-list-type="ul">Tiny Servant</li> <li data-xf-list-type="ul">Wall of Sand</li> <li data-xf-list-type="ul">Arcane Eye</li> <li data-xf-list-type="ul">Evard’s Black Tentacles</li> <li data-xf-list-type="ul">Fabricate</li> <li data-xf-list-type="ul">Fire Shield</li> <li data-xf-list-type="ul">Leomund’s Secret Chest</li> <li data-xf-list-type="ul">Mordenkainen’s Faithful Hound</li> <li data-xf-list-type="ul">Mordenkainen’s Private Sanctum</li> <li data-xf-list-type="ul">Otiluke’s Resilient Sphere</li> <li data-xf-list-type="ul">Phantasmal Killer</li> <li data-xf-list-type="ul">Bigby’s Hand</li> <li data-xf-list-type="ul">Passwall</li> <li data-xf-list-type="ul">Wall of Force</li> <li data-xf-list-type="ul">Contingency</li> <li data-xf-list-type="ul">Create Homunculus</li> <li data-xf-list-type="ul">Magic Jar</li> <li data-xf-list-type="ul">Otiluke’s Freezing Sphere</li> <li data-xf-list-type="ul">Tenser’s Transformation</li> <li data-xf-list-type="ul">Wall of Ice</li> <li data-xf-list-type="ul">Sequester</li> <li data-xf-list-type="ul">Simulacrum</li> <li data-xf-list-type="ul">Clone</li> <li data-xf-list-type="ul">Illusory Dragon</li> <li data-xf-list-type="ul">Maze</li> <li data-xf-list-type="ul">Mighty Fortress</li> <li data-xf-list-type="ul">Telepathy</li> <li data-xf-list-type="ul">Invulnerability</li> <li data-xf-list-type="ul">Prismatic Wall</li> <li data-xf-list-type="ul">Weird</li> </ul><p>Those are the 35 spells that are exclusive to Wizard (at least in the books I have) that aren't rituals. Granted, lots of great spells there! But WoTC could distribute those among other classes and kill the Wizard easily enough (maybe in 6E?).</p><p></p><p>Of course, even every spell on <em>this</em> list can be picked by Bards via. Magical Secrets. So, while the Sorcerer alone might not cut it, combined with other factors--Wizards have nothing that is solely theirs. Before, Magical Secrets infringed on things a bit, but was extremely limited.</p><p></p><p></p><p><em>Every campaign?</em> Of course not. Given your posts yours probably won't be hurt at all. Neither will [USER=5142]@Aldarc[/USER] I imagine. After all...</p><ul> <li data-xf-list-type="ul">Some groups have players who never really found Wizards to their liking anyway, so all this rule will do for them is make other casters even more appealing. I feel like a lot of the vocal opposition probably aren't frequent Wizard players anyway.</li> <li data-xf-list-type="ul">Other groups have DMs which will throw their PCs into adventures all the time--so the periods of prep-time will not exist and known-spell casters won't have the chance to use this--or at least not abuse it.</li> <li data-xf-list-type="ul">Still more groups might be in highly magical worlds with generous DMs who dish out spells scrolls, enemy spellbooks, and the gold needed to copy them.</li> </ul><p>But many groups IME have players who enjoy wizards more than other spellcasters, don't force the PCs into adventures and have adequate prep-time, and/or have game worlds where spell scrolls can't be picked up at every corner merchant's store. Such is my group. And so I see this rule as horrible and I believe other DMs will try it out only to discover it is more disruptive than they thought.</p><p></p><p>Quite simply, there are better ways of achieving the goal WotC set out to achieve by this feature, many of which have been outlined in this thread. Then again, if you also feel other infringing feats, such as the Metamagic UA feat, are good additions--this probably doesn't bother you, either.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8097299, member: 6987520"] Of course, this happens, but often the character [I]do [/I]know what they are heading into: [LIST] [*]You are infiltrating X stronghold or dungeon. [*]Lord Y wants you to explore region Z. [*]Army of ABC is heading towards castle D and will be here in a week. You must defend it. [*]Etc. [/LIST] For every adventure they stumble upon, there are just as many (if not more IME) they have an idea of what they are heading into, and don't need Divination magic to see what most likely lies ahead. You know some of the spells on your list are available to other classes (such as Locate Object), so this is a better list IMO: [LIST] [*]Grease [*]Arcane Lock [*]Melf’s Acid Arrow [*]Nystul’s Magic Aura [*]Rope Trick [*]Tiny Servant [*]Wall of Sand [*]Arcane Eye [*]Evard’s Black Tentacles [*]Fabricate [*]Fire Shield [*]Leomund’s Secret Chest [*]Mordenkainen’s Faithful Hound [*]Mordenkainen’s Private Sanctum [*]Otiluke’s Resilient Sphere [*]Phantasmal Killer [*]Bigby’s Hand [*]Passwall [*]Wall of Force [*]Contingency [*]Create Homunculus [*]Magic Jar [*]Otiluke’s Freezing Sphere [*]Tenser’s Transformation [*]Wall of Ice [*]Sequester [*]Simulacrum [*]Clone [*]Illusory Dragon [*]Maze [*]Mighty Fortress [*]Telepathy [*]Invulnerability [*]Prismatic Wall [*]Weird [/LIST] Those are the 35 spells that are exclusive to Wizard (at least in the books I have) that aren't rituals. Granted, lots of great spells there! But WoTC could distribute those among other classes and kill the Wizard easily enough (maybe in 6E?). Of course, even every spell on [I]this[/I] list can be picked by Bards via. Magical Secrets. So, while the Sorcerer alone might not cut it, combined with other factors--Wizards have nothing that is solely theirs. Before, Magical Secrets infringed on things a bit, but was extremely limited. [I]Every campaign?[/I] Of course not. Given your posts yours probably won't be hurt at all. Neither will [USER=5142]@Aldarc[/USER] I imagine. After all... [LIST] [*]Some groups have players who never really found Wizards to their liking anyway, so all this rule will do for them is make other casters even more appealing. I feel like a lot of the vocal opposition probably aren't frequent Wizard players anyway. [*]Other groups have DMs which will throw their PCs into adventures all the time--so the periods of prep-time will not exist and known-spell casters won't have the chance to use this--or at least not abuse it. [*]Still more groups might be in highly magical worlds with generous DMs who dish out spells scrolls, enemy spellbooks, and the gold needed to copy them. [/LIST] But many groups IME have players who enjoy wizards more than other spellcasters, don't force the PCs into adventures and have adequate prep-time, and/or have game worlds where spell scrolls can't be picked up at every corner merchant's store. Such is my group. And so I see this rule as horrible and I believe other DMs will try it out only to discover it is more disruptive than they thought. Quite simply, there are better ways of achieving the goal WotC set out to achieve by this feature, many of which have been outlined in this thread. Then again, if you also feel other infringing feats, such as the Metamagic UA feat, are good additions--this probably doesn't bother you, either. [/QUOTE]
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