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<blockquote data-quote="Li Shenron" data-source="post: 8097785" data-attributes="member: 1465"><p>I still think that people are generally underestimating the potential impact of Spell Versatility.</p><p></p><p>This is definitely not a "retraining rule", because of the fact that you can swap one spell every single long rest.</p><p></p><p>This is a challenge-bypass rule. Just because it is limited to ONE spell and requires at least one long rest of waiting, it doesn't make it trivial. You are not really going to exploit this rule much if you just change one <em>combat </em>spell into another (which is what 90% of the people seem to think about), but you ARE going to exploit it when you know tomorrow you have a long trip ahead that you can bypass by flying or teleporting, and next day you need to breathe underwater, and next day you need to telepathically contact someone very far away, and next day you need party invisibility to sneak into the castle, and next day you need to reveal a key clue with a clairvoyance and so on... Sure if you need ALL of these tomorrow, maybe Spell Versatility won't help you.</p><p></p><p>The game already has too many spells designed to bypass specific non-combat challenges. Those spells are designed for people who dislike non-combat challenges or having to come up with creative ways to solve problems, where "creative" means at least not just press-a-button spells. Those spells DO get in the way of other players who maybe want to have some fun thinking about how to beat a challenge instead of pressing a button, even if it requires to wait until tomorrow, and it can actually spoil other player's character builds.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8097785, member: 1465"] I still think that people are generally underestimating the potential impact of Spell Versatility. This is definitely not a "retraining rule", because of the fact that you can swap one spell every single long rest. This is a challenge-bypass rule. Just because it is limited to ONE spell and requires at least one long rest of waiting, it doesn't make it trivial. You are not really going to exploit this rule much if you just change one [I]combat [/I]spell into another (which is what 90% of the people seem to think about), but you ARE going to exploit it when you know tomorrow you have a long trip ahead that you can bypass by flying or teleporting, and next day you need to breathe underwater, and next day you need to telepathically contact someone very far away, and next day you need party invisibility to sneak into the castle, and next day you need to reveal a key clue with a clairvoyance and so on... Sure if you need ALL of these tomorrow, maybe Spell Versatility won't help you. The game already has too many spells designed to bypass specific non-combat challenges. Those spells are designed for people who dislike non-combat challenges or having to come up with creative ways to solve problems, where "creative" means at least not just press-a-button spells. Those spells DO get in the way of other players who maybe want to have some fun thinking about how to beat a challenge instead of pressing a button, even if it requires to wait until tomorrow, and it can actually spoil other player's character builds. [/QUOTE]
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